Star Wars - D6 - Planets Collection

Download as pdf or txt
Download as pdf or txt
You are on page 1of 257

PLANETS COLLECTION

Combining Planets of the Galaxy, Volumes One, Two and Three

Published by

.'''It/ifT

\.JGAME5

RR3 Box 2345


Honesdale, PA 18431
40100
o!>, TM and ot> 1994 Lucaslilm, Ltd. (lFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization.

=========================~'TAR
WA.u-

CREDITS - - - - - - Planets of the Galaxy, Volume One


Design: Grant S. Boucher, Julie Boucher, Bill Smith
Development and Editing: Bill Smith
Graphics: Stephen Crane, John Paul Lona
Interior Art: Tim Eldred
Playtesting and Advice: Greg Farshtey, Dr. Michael R. Fortner, Greg Gorden, Gary Haynes,
Ron Seiden, Ed Stark

Planets of the Galaxy, Volume Two


Design: John Terra
Development and Editing: Greg Farshtey
Graphics: Stephen Crane, Cathleen Hunter
Interior Art: Rob Caswell, Mike Vilardi

Planets of the Galaxy, Volume Three


Design: John Terra
Additional Material: Bill Smith
Development and Editing: Greg Farshtey, Bill Smith
Graphics: Cathleen Hunter
Additional Graphics: Stephen Crane, John Paul Lona
Interior Art: Mike Vilardi

Revised for Second Edition


Development and Editing: Bill Smith
Cover Design: Tim Bobko
Graphics: Tim Bobko, Brian Schomburg
Cover Art: Lucasfilm Ltd.
Additional Interior Art: Paul Daly, Mike Jackson, Allen Nunis, Mike Vilardi

Publisher: Daniel Scott Palter Associate PublisherfTreasurer: Denise Palter


Associate Publisher: Richard Hawran Senior Editor: Greg Farshtey
Editors: Peter Schweighofer, Bill Smith, Ed Stark
Art Director: Stephen Crane. Graphic Artists: Tim Bobko, Tom ONeill, Brian Schomburg
Sales Manager: Bill Olmesdahl Licensing Manager: Ron Seiden. Warehouse Manager: Ed Hili
Accounting: Karen Bayly, Wendy Lord, Kimberly Riccio. Billing: Amy Giacobbe

The Star Wars Planets Collection

.....ITAJ"II====================================
_AIU

- - - - - - CONTENTS

Planets of the Galaxy, Volume One


Introduction
Planet Log
Planet Generation System
Planet Generation Reference Charts
Baralou
Celanon
Essowyn
Garnib
Gorsh
Isen IV
Joralla
Mutanda
Rordak
Veron

4
7
8
26
29
35
41
47
54
60

67

74
80
86

Planets of the Galaxy, Volume Three


Welcome to Elrood Sector!
The Elrood Campaign
Elrood Sector Overview
Elrood
Coyn
Kidron
Merisee
Derilyn
Kuras II

92
95
99

121
135
146
156
164
176

Planets of the Galaxy, Volume Two


Algara II
Atraken
Carosi XII
Ergeshui
Fyodos
Gacerlan
Korbin
Zelos II

The Star Wars Planets Collection

186
194
203
211
220
230
237
246

;;hln:!lt~r.20~d!!:u~c:!:ti!l;o~n!.:==================================:;~'TAR
WARS""""

_Introduction

An Imperial Star Destroyer looms menacingly


into view on the freighter's viewscreen. As wave
after wave of TIE fighters closes the distance, an
engineer is frantically trying to fix the hyperdrive
controls. Buttons, levers, and wires are all manipulated with expert precision. Trails of smoke
and sparks of unharnessed electrical energydecorate the control panel.
As the blasts start rocking the nearly helpless
ship, a last-ditch desperation yank on the
hyperdrive motivator causes the stars to shift
and spin. As the ship zooms out of harm's way,
one TIE comes so close the engineer can see the
Imperial pilot flinch as he prepares for a collision.

Welcome!
The Star Wars movies are set against a vast
panorama: a galaxy of countless worlds teeming
with strange life-forms, exotic locations and adventure. The Star Wars Planets Collection provides a glimpse of that amazing setting!
One of the more appealing aspects of the Stor
Wors movies is the sense of the unknown and
exploration. Even since the dawn of time, humanity has related stories of "what lies over there,"
inventing imaginary locations, creatures and
beings that populate unexplored areas. The Star
Wars movies postulate a galaxy of a "thousandthousand worlds," yet we only visit half a dozen
planets in those movies. What lies beyond Bespin,
Hoth and Tatooine?
The Star Wars Plonets Collection is a compendium of worlds that gives the reader some answers. The planets in this book cover a wide
range of settings and situations that are perfect
for the roleplaying game. Originally presented in
three separate volumes (Planets of the Galaxy,
Volumes One, Two and Three), this combined
edition has been fully updated to Star Wars: The
Roleploying Game, Second Edition rules.

Using These Planets in the


Game
The first planets in this book - from Baralou
to Veron - are described in the time frame of the
Classic Star Wars time period. The Rebel Alliance
is beginning its struggle against the Empire, yet
the defeat of the Emperor at Endor is years away.
The second section of this book is a complete
adventure setting, the distant Elrood Sector (originally presented Planets of the Galaxy, Volume
Three). Set during the time period 01 Classic Star
Wars, the sector's main planets are described in
detail, but introductory sections described the
history and personalities of the sector, as well as
provide brief summaries of the lesser planets of
the sector.
The final group of planets (from Planets of the
Galaxy, Volume Two) - from Algara to Zelos are described during the New Republic time period. During this time, the New Republic is struggling to wrest control of the galaxy from the
fragments of the once mighty Empire.
In each case, the planets introduced are described in enough detail to give the gamemaster
a feel for the world while still allowing plenty of
room for exploration.
There are a number of ways each world can be
used in the game. The most obvious is the "traditional" Star Wars campaign, where the player
characters are Rebels fighting to undermine the
Empire. Other options are available, such as freewheeling smuggler campaigns, where independent freighter captains try to make money while
dodging creditors, pirates and Imperial Customs
inspectors. Of course, players will get an entirely
different perspective if running a gritty bounty
hunter campaign. In each case, gamemasters
have intricate settings which can be developed
by creating new characters, interesting encounters and additional locations.

The Star Wars Planets Collection

.....ITA"P~=============================~ln~t~ro~d~U~C;!t~io~n
_AU

The Star Wars Planets Collection

;,;I"n:lt!!r~o~d~u~C!tl~o~nl.:==================================:::;;rrAA
WA""'-

The Planet Generation


System
It has happened to every gamemaster. The
soda sits on the desk, a bag of chips opened, a
copy of each of the Star Wars sourcebooks and
galaxy guides at hand, and just as the gamemaster
.opens his (or her) notebook, waiting for the next
great inspiration to strike ... nothing. No adventure, no world, no interesting characters. With
your friends due to arrive in just a couple of
hours you have drawn a blank.
That's where the planet generation system
comes in. The system allows gamemasters to roll
up worlds Oeaving things to complete random
chance) and also gives comprehensive, detailed
hints on how to construct exciting and fun plan-

ets. This section is filled with tips, comments and


examples design to jumpstart a stalled imagination.
The planet generation system assumes that an
interesting setting for an adventure is more important to the gamemaster than creating a "realistic" distribution of worlds in a star system. It's
assumed that a gamemaster's primary concern
is to create a world that is interesting to visit the other planets in the system, the star type and
so forth can be created by the gamemaster later
if necessary.
So grab your dice and photocopies of the
blank planet log (see page 7) and start creating
your own worlds where legends will be born.

The Star Wars Planets Collection

The Star Wars Planets Collection

FP:!:'ai!!n:l:e;:t~G~e:!:n~e:!:r.:!a~ti~o:!:n!.S~Yk::5~t~e:!lm~=============================:;:STAR
WARS""""

_Planet Generation
System
The planet generation system is designed to
help gamemasters design exciting and fun new
worlds for Star Wars: The Roleplaying Game. The
system emphasizes the creation of unusual and
memorable settings for roleplaying adventures,
without requiring the gamemaster to generate
reams of technical data. We hope it inspires great
new worlds for your adventures ...

Ready To Begin
The gamemasterwill need several six-sided dice,
a pencil, and photocopies of the Planet Log (page
7). It is also advisable to have a notebook set aside
to record the ideas that come to mind.
The gamemaster can use the die charts found in
this chapter to randomly generate worlds from
scratch. Alternately, the gamemaster can use this
rules section as a merely inspirational tool, using
the descriptions and ideas herein as a baseline
from which a comprehensive, detailed world

emerges. The second method takes more time and


consideration, but is also more satisfying.

Keeping It Space Opera


When dealing with a science fiction roleplaying
game, it's very easyto spend too much time designing one planet. Alter all, from our own experience,
our home world is incredibly intricate and immensely interesting and the Star Wars galaxy has
millions of stars with worlds equally diverse and
fantastic.
However, the nature of Star Wars necessitates
hopping to two, three, four or even more new
planets in the course of an adventure. This system is designed to help gamemasters generate
the most important and interesting details of a
new planet, and makes a number of assumptions:
The gamemaster will only want to send players
to interesting planets and systems. The odds of
this game system are heavily weighted toward
generating advanced or colonized planets. The
civilizations of the Star Wars universe have been
spacefaring for so many centuries that most
advanced civilizations (and a lot of primitive
ones as well) have been discovered and assimilated into galactic culture.
There are isolated sections of the galaxy that
offer undiscovered civilizations and other challenges, and they can also be generated with this
system. They can exist for whatever reason: they
are far out on the end of a spiral arm; or, they are
difficult to get to because they are surrounded by
gas clouds, near rogue planets or subjected to
huge ion storms.
Only the system's planet of prime importance is
fleshed out here. Other worlds can be developed
independently, but virtually everyihing of interest and value is on the prime world.
This system results in "finished concept" worlds,
and doesn't spend much time explaining how a
particular planet got a certain way; it just is. An
explanation of the culture and history takes a few
minutes to formulate, but the results are worth it.

The Star Wars Planets Collection

~,=~..:::::::::==========",,~~~~!.!>!!!!!

Planet Generat"Ion System

The Star Wars Planets Collection

-PP~la!!:n~ei!it.lG~e~n2:e~r~a:!:ti!.S0:!:n!.;S~Yl:is:!te~m~===========================:::;:;'TAR
WARS""""
Completely random rolls on these charts may
generate seemingly contradictory results. The
gamemaster always has the option of ignoring
results that are unsuitable. However, knowing
the diversity to be found in the Star Wars galaxy,
virtually any result is explainable.
This system generalizes the type of terrain
found on the planets. While few worlds have
uniform terrain everywhere, this system gives
one or two dominant terrain types so the gamemaster can quickly sum up the planet. '"
Optional modifiers listed after some results are
just that: optional. The gamemaster has every
right to fudge die rolls (or just arbitrarily decide
upon a result). This system is only a tool for the
gamemaster to create fun worlds; the gamemaster need not be subservient to a series of charts.
All modifiers are cumulative.
If an incompatible condition result is rolled,
discard it and select a compatible result.

Planet Function
Since Star Wars is space opera, and leans
heavily toward action and strong story telling,

10

the most important aspect to players is what can


be found or explored on the planet. The following
results give some indication as to what types of
industries and activities are common on a par-

ticular planet. For greater diversity, the gamemaster may roll on this chart multiple times.
To determine the planet function, roll two six
sided dice. Read each number separately (this is a
six-sided percentile system; do not add them togetherfor a total). This generates totals between 11
and 66.lt is best to use two different color dice (say,
red and blue), reading one color die before the
other. For example, if you're reading the red die
first, and you roll a "3" on the red die and a "2" on
the blue die, your roll is a "32" (Homeworld planet).
I I : Abandoned Colony

This is a planet that was settled by another


planet, a company or some other wealthy
instituion. Then, for some reason, the colony was
left behind: the homeworld could have been
struck by plague or war, or the company could
have run out of money. The planet might have
been evacuated (only leaving ruins), or supply
ships just never arrived, in which case the colonists were on their own: they may have devolved
into barbarism and anarchy.

The Star Wars Planets Collection

~,=~,,~=============================:!p~la~n~e;!t;,;G~e!:ln:;e~ra~t~io~n~S~y~s:!te~m~

12: Academic
Educational institutions are what is most important to the economy of this planet. Academic
worlds typically have many universities and colleges, which may be private, corporate or state
run.
Options for low tech level worlds are varied:
the university was purposefully established to
remove students from the temptations of modern comforts. Or, the natives may have had some
contact with free-traders, and have committed
all of their efforts to unlocking the secrets of
modern technology.
This result doesn't necessarily mean academic
work towards a degree. Tradeschools, institutions
dedicated to unlocking the secrets of the Force
(these will always be well hidden since the Emperor has made it a priority to kill Force users), and
survival schools are possible options.
Optional Modifiers: + 1Starport; + 1Tech Level

13: Administrative/Government
This world is bureaucracy at its largest. The
main industry is the orderly (or at least managed) operation of a government, business, or
other large institution. Imperial sector capitals
often qualify for this designation, but the
homeworlds of major, galaxy-spanning corporations and institutions such as BoSS (Bureaus of
Ships and Services) may also be considered administrative in nature. Low tech level planets
could also be administrative, especially if the
economy is directed entirely by the government.
Optional Modifiers: + I Starport; + 1Tech Level

The Star Wars Planets Collection

14-21 : Agriculture
This planet is dedicated to the production of
food. The types of products can include grains,
vegetables, fruits, meats, vitamins, dietary supplements, and water. Many ocean planets also rely
on agriculture, through fishing or algae and vitamin farms.
Incompatible Conditions: Asteroid Belt, Artificial Planet Type; Barren Terrain
22: Colony
This planet has been established and sponsored by another, more developed planet or
corporation. Colonies are generally dependent
upon the sponsor for supplies, and typically are
subservient to its dictates. Colony worlds aren't
independent entities, although there may be a
separatist movement. Colony planets generally
produce goods only for consumption by the sponsor, and thus are often prevented from developing a self-sufficient economy or acquiring significant wealth. Many colonies are devoted to agriculture and mining.

23: Disaster
Disaster planets have gone through cataclysmic changes that have dramatically altered the
world's history. The event could have been a war
that used atomic weapons, a plague, an industrial accident, a collision with a large stellar body
(such as an asteroid) or a dramatic change in the
nature of the system's star (such as when stars
balloon into red giants, incinerating all of the

11

PP!:la!.!n~e~ti,;G~e:!:ln~e:!;ra:!.t~i20:!:ln~S~y~s:!t,;e.2ml:=============================:;:'TAA...
WAIU""""

inner planets and drastically changing the climate of the surviving worlds).
The disaster could have occurred just a few
years ago (generally making the world very dangerous), or it could have happened decades or
eons ago (in which case the danger from the
actual disaster may have passed, but the aftermath could be devastating).
Optional Modifiers: Of recent calamity) -3
Starport; -2 Tech Level; +3 Atmosphere
24: Entertainment

This planet's business is show business.


Holovids, musical groups and the businesses
that distribute their works to the general public
are dominant here. Some planets specialize in
sporting events (such as swoop races), amuse-ment parks, gambling or tourism.
25-26: Exploration

This planet, and the whole system for that


matter, has seldom been visited, until now, when
the characters have arrived. Exploration planets
tend to have primitive technology levels (if there
are even sentient species). There are few urban
areas, with the emphasis on dangerous wilderness. Lost artifacts from past ages may be on
these planets, or there may simply be wandering
tribes of aliens who are eager to trade. These
planets may be rich in natural resources.
There may be some hint of galactic civilization
in these systems, or on the planet in question perhaps a secretive trader has retired here, or

12

fugitives may be hiding from the Empire. These


locales are excellent for hidden bases, or ifnear
important trade routes, may be a convenient
stopover for independent traders.
Optional Modifiers: -2 Starport; -2 Tech Level
31: Hidden Base

There is a base on this planet that someone


wants to keep a secret. This immediately sets up
a conflict for the characters, since that someone
will probably hunt them down to prevent anyone
else from finding out about the base.
Alliance and pirate bases are logical choices.
Other options may include the Imperial military
or corporate interests (possibly a weapons or
biological engineering research facility). Wealthy
individuals may have a private hideaway.
32-33: Homeworld

This result means the planet is a homeworld


for an established alien species. It could be
Calamari (home of the Mon Calamari and the
Quarren), Sullust (home of the Sullustans), or
one of thousands of other homeworlds throughout the galaxy. Most of these planets have modern starports, a sophisticated trader network
and a high level of technology. Almost all
homeworlds of atomic tech level or higher have
already been subdued by the Empire unless the
characters are in unexplored regions of space.
34: Luxury Goods
The planet produces luxury goods, such as

The Star Wars Planets Collection

~~~,,~=============================:!p:!:la~n~e;!t~G~e~n:;e:::ra~t~i~o~n~S~y~s:.!t~e~m

--

-:::-:

liquor, finished gemstones (such as the Garnib


crystals), spices, art or other goods. This planet
may be self-sufficient, or may be devoted exclusively to producing the luxurygood (which would
requiring importing everything else).

vehicles, and primitive versions of high tech


goods, such as computers and plastics, can be
manufactured on these planets. Assembly line
factories are frequently necessary to produce
these goods.

35-41: Manufacturing/Processing

High Tech
Modern computers, blaster weapons, superhard plastics and alloys like transparisteel, polymers, chemicals, bioengineered life forms, advanced bio-immunal medicines, cybernetics,
medical equipment, droids, vehicles and
starships are all considered high tech goods.
high tech goods almost always require advanced
manufacturing methods.
Optional Modifiers: Mid tech Planets: +2
Starport; +2 Tech Level. High tech Planets: +3
Starport; +4 Tech Level

The inhabitants of this planet devote most of


their time to manufacturing goods. The goods
generally fit into three distinct categories: low
tech, mid tech, and high tech. These goods may
be for consumption by the planet's own residents, or they may be for export to other planets.
They may be finished items, which are shipped
directly to markets, or the planet may be an
intermediary step, whereby the planet takes in
raw materials from one planet, and then processes the material so that it can be used in the
production of a finished good, which is manufactured someplace else.
low Tech
Low tech items are simple manufactured
goods, such as handiworks, native crafts, furniture, basic medicines and woven cloth. The goods
may be mass produced in factories, or may be
made individually by skilled craftsmen.
Mid Tech
More complex items are produced on this
planet. Textiles, mechanical weaponry (projectile weapons), pharmaceuticals, paper goods,

The Star Wars Planets Collection

42: Military
This planet is an important Imperial military
facility. It has one or several large bases. Sector
capitals, planets near strategic trade routes, Imperial ship yards, and weapons manufacturing
planets have huge military bases.
Optional Modifiers: +3Starport; +2Tech Level
43-46: Mining

Mining planets depend upon the minerals and


metals iocked beneath the ground. These planets
truly drive the Imperial economy, because without
the raw materials there would be no starships or
vehicles. Blaster gases are also mined, but are

13

fP2:Ja:!!n~e;:tLSG~ei!:n!.!ei!:r~a!!ti:l:0:!:n!.S~Yr:s:!t~e:!lm:!.:=============================:;:'TAR...
WAIU""""
taken from gas giants (such as the Tibanna gas
mine on Bespin).
Optional Modifiers: +2Starport; +1Tech Level
51-55: Natural Resources

These planets utilize naturally occurring resources such as wood (for logging), animal skins,
and glaciers ("harvested" for fresh water). Other
products that could be harvested are raw materials for medicines and pharmaceuticals, and
may be either plant or animal derived. This category differs from agriculture because the products aren't food.
56: Research
These planets are used for scientific and academic research. The world may have abundant
resources, but the particular company or university may have an exclusive charter and is allowed
to decide who develops the planet. Research may
be for purelyscientific or academic knowledge, but
other planets, like Gorsh, are studied for new
chemical compounds with practical applications.
61: Service
Service planets tend to have a multi-classed
social system and great wealth. The exclusive
higher classes have control over the wealth and
resources, and the lower classes provide services and goods to the wealthier individuals.
Service planets tend toward direct sale to consumers, or may be devoted to banking, legal
services, medical services, or financial markets.
Optional Modifiers: +1Starport; +2 Tech Level
62-63: Subsistence

Aplanet with a subsistence economy is working


hard just to survive. There is little to send to other
worlds to generate income, and if the planet has to
import many goods, the debt could be staggering.
Another option is a planet that depended upon one
product which has lost a great deal of Its value, and
as a result, unemployment and poverty have grown
dramatically in recent times.
64-66: Trade

Trade planets tend to be the most active and


exciting planets in the Star Wars galaxy. They are
blessed with being on a good trade route, and as
a result, everyone stops here to sell goods, make
deals and purchase goods for resale at other
locations. Sector capitals, planets that produce
many different products and planets with wealthy
populations are often trade planets.
OP.!'onal Modifiers: +3Starport; +2Tech Level

Government
Government is the means by which a society
determines what is permissible and what is forbidden. Governments can regulate business or

14

corporate behavior, or even eliminate entities


such as businesses. They can severely curb a
citizen's rights, or be very permissive.
The following results determine what type of
government has been established on this planet,
but it is up to the gamemaster to determine what
the government in question believes in - these
categories simply detail by what means the government operates. If the gamemaster wishes to
generate more variety, roll on this chart multiple
times to determine secondary governments or to
determine a strong influence within the prime
system of government.
One thing to remember is that most planets in
the galaxy are under the firm control of the Empire.
This chart assumes that the planet is under Imperial control (with the notable exception of the
Rebel Alliance result), although many primitive
planets (feudal or stone tech levels) have been left
alone simply because they offer too few resources
or tax revenues to be worth the effort.
Most Imperial planets have been allowed to
retain their traditional form of government, but
all Imperial worlds have troops and equipment
deployed to help the local population remember
who is in control of the situation. Many, but not
all, planets have Imperial governors who act as
liaison between the Empire and the planetary
government. On some worlds, the governor has
assumed control (an action well within his or her
authority). Particularly troublesome worlds are
often subdued by Imperial military crackdowns.
To determine the government type, use the sixsided percentile system. This generates totals between 11 and 66. It is best to use two different color
dice, reading one color die before the other. For
example, if you're reading the red die first, and you
roll a "5" on the red die and a "6" on the blue die,
your roll is a "56" (Representative Democracy).
I I : Alliance/Federation
Several different groups (tribes, nation-states,
corporations or whatever else - you decide)
have formed an alliance. The degree of cooperation and the vitality of the alliance differs from
situation to situation. Typical purposes for alliance include an improved economy, mutual defense, or the arrival of a situation so compelling
that the different groups can put aside th~ir
problems to accomplish "a greater good." Betrayal is always a possibility, especially if there
are other competing alliances.
12: Anarchy
Anarchists stand for the individual and his or
her rights above all else, including government.
Anarchist governments could conceivably be
quite elaborate, but would exist only to insure
that each individual has complete freedom.
Anarchism is commonly perceived as a lack of

The Star Wars Planets Collection

~~~B~=============================:.!::p~la!!:n~e;,!t;';G~e~n~e:!::ra~t~i02!ln';S:.ly~s~te~m~
law and order, and on many planets, that is
indeed the truth.

subtly direct the kind of legislation and decisions


that are made.

13-16: Competing States

33-42: Imperial Governor

Several nation-states, tribes or corporations are


actively competing for control of the planet. The
intensity and type of competition varies, and can
range from economic competition to open war.

This is a planet where the designated Imperial


governor has taken control, either due to civil
unrest, sheer ego, or belief that the previous government was inept, disloyal or unresponsive.

21-22: Corporate Owned

43-45: Military

This planet is owned by a corporation, trade


guild or other large business interest. Most of
these planets produce goods for use or resale by
the parent corporation. Other corporate planets
are for the pleasure and relaxation of the executives and employees - in essence, giant recreation planets. Residents are almost always employees of the corporation, and have strict guidelines and rules to follow, such as having to pay
rent on corporate housing, or being required to
purchase goods only from corporate retailers.
The corporation is allowed to do whatever it
likes (with the agreement of the Empire, of
course). Conditions on planets are widely variable, from harsh and repressive to agreeable and
comfortable.
Optional Modifiers: +3 Spaceport; +2 Tech Level

Military planets are controlled by either the


Imperial military or a local military organization.
They tend to have governments which perpetuate only the military structure, ignoring the needs
and desires of the civilian populations - martial
law is a way of life. Harsh, brutal crackdowns can
occur with only minor provocation. Civil rights
take a low priority when compared to accomplishing government goals.
A type of government where absolute authority is granted to one individual, often called a king
or queen. The leadership position is normally
granted by heredity. Planets may have patriarchal (only male rulers) or matriarchal (only female rulers) societies.

23-24: Dictatorship

53: Organized Crime

Dictatorships are commanded by a single individual, such as a charismatic military officer, or


an insane politician who will execute anyone.
Dictatorships are almost always repressive and
intolerant of divergent political, philosophical
and social views.

A planetary or galaxy-wide criminal organization has established a government loyal to the


criminal leaders. Organized crime planets are
typically run so that only those who are
unswervingly loyal to the criminal organization
receive advancement and promotions; opponents
are simply eliminated.
Organized crime may also covertly control a
government by bribing or blackmailing offiCials,
or threatening their families. These governments
are typically oppressive.

25: Family

The most important social organization on the


planet is the family. There are a variety of possible scenarios, including a pre-tribal state, where
families have little or no technology and constantly engage in warfare with each other. At
higher tech levels, a small group of elite families
could control the government, either overtly or
through behind the scenes manipulation of the
government in power.
26-31: Feudalism

A multi-structured social system, in which important officials (nobles or royalty) are entrusted
with a specific area of land. They must manage the
territory, provide tax revenues to higher-level officials and make sure that the commands of these
higher-level officials are carried out.
32: Guild/Professional Organizations

The planet is controlled by a guild dedicated


to the advancement of a particular occupation or
philosophy. Many trade planets are run by trade
guilds (see Celanon). These guilds may also control certain portions of the government, and

The Star Wars Planets Collection

46-52: Monarchy

54: Participatory Democracy

Citizens vote directly on Important issues


(some advanced planets have citizens vote on
virtually every proposed bill).
55: Rebel Alliance

A government that supports the Rebel Alliance


and its objectives. Few planets can risk openly
supportingtheAlliance (Alderaan is a painful example of what happens to openly rebellious worlds),
but several planets secretly shuttle funds to Rebellion coffers, or offer safe passage for Rebel agents,
supplies and weaponry. Hidden Rebel safe worlds
also qualify for this designation.
56: Representative Democracy

Planets with a representative democracy have


citizens choose officials, who are then charged
with representing the "public interest." These
type of governments can experience radical shifts

IS

WARS""""
D~~~~~~~~~======================~ST"AA...

!;!anet Generation System

in goals and policy if the population is unsatisfied


with performance and threatens to remove the
representatives from office.
61: Ruler by Selection/Rite

The ruler is chosen by a series of trials, physical, mental or both. While these governments are
often found on more primitive planets, advanced
civilizations may use complex testing methods
to determine who is most fit to govern a planet,
nation or locality.

The planet is a typical ball of rock and metals


orbiting a sun. Most terrestrial planets have atmospheres, and many have developed life. Move
on to the "Terrain" section below.

62: Theocracy
A government run by a religious organization.
Typically, the citizens are required to participate
in certain religious rites and profess faith in the
tenets of the religion. Theocracies may be highly
tolerant of divergent views, but some are also
quite repressive.

10: Satellite (Normally Gas Giant)


This world is a moon orbiting a gas giant
(much like Yavin Four as seen inStar War:>:A New
Hope). Since there is a civilization here, it probably has a breathable atmosphere and supports
life, or there were important resources too valuable to pass up. Move on to the "Terrain" section
below. Satellites are almost always tide-locked to
the gas giants they orbit.

63-66: Tribal

Tribal governments seldom control morethana


small portion of the planet. Tribes are groups of
many families who have banded together for mutual survival, or who share common beliefs. Tribes
are often precursors to city-states and nation-state
governments, but many highly advanced and sophisticated tribal governments are found on planets throughout the Star War:> universe. Tribes can
be nomadic, depending almost entirely upon hunting and foraging for food, or they can settle, which
indicates the development of agriculture.

-~-

16

Planet Type
The following table determines the basic type
of world that the civilization in question has
developed on. Ro1l2D and find the results below.
2-9: Terrestrial

11 : Asteroid Belt
Asteroid belts are either the remnants of planets shattered by collisions with large stellar bodies or merely portions of stellar material that
never coalesced into a planet. Settled asteroid
belts are often rich in minerals and metals, and
their small size prevents them from supporting
an atmosphere. Most asteroid belt civilizations
are either subterranean or have sealed and probably domed buildings built on the surface. Since
asteroids are naturally airless, civilizations require regulated environments. Read the sidebar
labeled "Regulated Environments" and then move
ahead to the section labeled "Starport." Asteroid
belt settlements required a tech level of atomic,
information or space to be established (if the
settlement was abandonned, the civilization may
have devolved and lost tech levels).
Optional Modifiers: -2 Population (initial roll
only)
Incompatible Conditions: Agriculture,
Homeworld Planet Function
12: Artificial
Artificial results indicate orbiting space stations domed cities built on planets with toxic
atmo~pheres, and great floating complexes built
in gas giants (such as Cloud City). All artificial
settlements need some means of sustaining themselves (such as huge repulsor engines to keep
Cloud City aloft, or sealed domes to keep the
toxins out of the city). Since artificial planets
require a regulated environment, read the "Regulated Environments" sidebar and then skip to the
section labeled "Starport." Artificial settlements
require a tech level of information or space.
Optional Modifiers: -2 Population (initial roll
only)

The Star Wars Planets Collection

~,=~'!~=============================:!p~Ja~n~e;lt:';G~e~n~e:l:ra:!.t~i~o::;n~S~yt:;s:!t~e~m

Terrain
The gamemaster must determine the dominant terrain for the planet. There can be many
different types of terrain on a planet, but the
dominant terrain is the one that the characters
will interact with most often. Diverse planets
may have several major terrain types. Additionally, the planet's terrain may be a combination of
types (such as mountainous forest).
While these classifications provide basic information as to the terrain types, the gamemaster must customize them to match the unique
nature of the planet. Each terrain entry has a
listing of compatible conditions, which is where
these terrain types are most likely to be found.
Some terrain types also have incompatible conditions, where they will seldom be found. If a
quality isn't listed (such as a Moderate Hydrosphere, for example), the conditions are neither
particularly favorable for the terrain, nor do they
preclude the existence of the terrain type. If the
gamemaster rolls incompatible terrain results,
he may opt to discard the results, or reason
through a really unusual situation that allows
this result (this is the most entertaining option).
To determine the terrain type, roll on the sixsided percentile system.
11: Barren

Barren planets are typically Arid, possibly with


hostile atmospheres. The ground is extremelyhard,
dry and is hostile to most forms of life. There may
be large rocks on the surface or embedded in the
rock hard ground. Minerals and metals may be
found. Barren planets are predisposed to
unbreathable atmospheres.
Compatible Conditions: Arid, Dry Hydrosphere
Incompatible Conditions: Moist, Saturated
Hydrosphere
Optional Modifiers: -2 Population (initial roll
only); +3 Atmosphere
12-13: Cave

The planet is dominated by an immense network of caves running throughout the crust.
These caves are often caused by volcanic activity, and if the activity is ongoing, areas can quickly
become dangerous as lava and toxic gases return
to fill the caves they created. Cave planets almost
always have Type 11 atmospheres.
Example: Sullust
Optional Modifiers: +2 Atmosphere; -2 Population (initial roll only)
14: Crater Field

Crater fields can occur in virtually any other


type of terrain, and they are the result of continuous impacts from meteorites, resulting in huge
cratered areas on the planet. The impacts could

The Star Wars Planets Collection

Seasonal Changes
The seasons on a planet are caused by the amount of axial
tilt. If the planet's axis of rotation is perfectly "vertical"
(perpendicular to the plane of its orbit) there are no seasons,
and the temperature is constant year round. However, there
will still be temperature changes due to weather.
However, if the axial tilt isn't "vertical," the planet experiences seasons. The greater the degree of tilt, the more
extreme the seasonal change. Planets with a high degree of
tilt experience extreme seasons. One side of the planet will
have brutally cold winters, with continual darkness. At the
same time, the opposite side of the planet will experience a
sweltering summer and continual sunlight, with temperatures well above boiling. As the planet circles the sun, there
will be a brief period of moderation, and then the side of the
world that was previously locked in the grip of winter is now
exposed to searing sunlight and the side that was experiencing a deadly summer is now exposed to the cold and dark of
space. As the planet swings back around the sun, there again
is a brief moderate period, before the planet returns to the
seasons originally described.
No
Axial Tilt
No Seasons

-8-+
SUN,?I
AXIS OF
ROTATION

Slight
Axial Tilt
Produces Seasons

Extreme
Axial Tilt
Extreme Seasons

-G-+-G-~
SUN)I

SUN

AXIS OF
ROTATION

)I

AXIS OF
ROTATION

have ended millions of years ago, or they may


still be ongoing. Large enough meteors could
cause significant climate changes on a planet by
throwing huge clouds of soil into the air or causing earthquakes. Planets with light gravities are
favorable for crater fields.
.
Example: Essowyn
Incompatible Conditions: Thick atmospheres
15-16: Desert

Deserts are typically found on dry and arid


planets, and support only a minimum of life due
to a lack of moisture. Deserts can be found in any
temperature zone. Warm desert areas can be
very dangerous because travelers can easily become dehydrated (an exposure suit will prevent
dehydration).
Example: Tatooine
Compatible Conditions:Arid, DryHydrosphere
Incompatible Conditions: Moist, Saturated Hydrosphere
21-24: Forest

Forests occur most commonly in temperate


zones, but they can also occur in very cold or
warm areas. If they receive a great deal of precipitation in tropical areas, they are called rain forests. Forests may be active year round, or may be

17

PP!:la!!n~e;!t;';G~e!ln~e:!:ra:!.t~i20!ln~S~y(,;s:!t~e!!ml:=============================;'T.~~A
WAIU""""

seasonal (most of the plants go into hibernation


during cooler seasons). They generally receive
ample rainfall.
Example: Endor
Compatible Conditions: Moderate, Moist Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid Hydrosphere;
Frigid, Searing Temperature
25-26:

Glacier

Glaciers are huge, frozen sheets of ice that can


be several kilometers thick. Icebergs are chunks
of glaciers that have been broken off and now
float in oceans. Glaciers grind the land beneath
them, constantly reforming it. Glaciers can occur
on land, or above ocean.
Example: Hoth
Compatible Conditions: Moist, Saturated Hydrosphere; Cool, Frigid Temperature
Incompatible Conditions: Arid, Dry Hydrosphere; Searing, Hot, Temperate Temperature

Elliptical Orbits
Some planets orbit their star in unusual
orbits, with one part of the orbit coming
much closer to the sun than the rest of the
orbit. These elliptic orbits account for huge
seasonal variations, and the lengths of seasons are not equal. In extreme situations,
the planet is locked in a deadly cold winter
for years at a time, but as it swoops in close
to the star, the planet quickly thaws and life
returns, all within the span of a few weeks.

;/

I
\

'-

--

'0-_

31-32: Jungle

Jungles are any area overgrown by plant life,


and often include low-lying wetlands that support many forms of plant and animal life. They
are often warm at least a substantial portion of
the local year. The ground can be moist or dry.
They are excellent incubators for life, from plants
to insects and animals. They require ample water, but can be warm or cool.
Example: Veron

Tide lock
Tide locked planets are trapped with one
half of the planet continuously facing the
sun and the other facing out into space.
They cannot rotate, and thus there is no
day/night cycle. These planets are almost
always uninhabitable, but there are exceptions (some planets have a habitable zone
on the boundary of the night and day sides).
If a planet is tide locked, ignore the effects
of axial tilt.

18

'-

--

'- \
I
/

;/

Compatible Conditions: Moderate, Moist, Saturated Hydrosphere; Searing, Hot, Temperate Temperature
Incompatible Conditions: Arid, Dry Hydrosphere; Cool, Frigid Temperature.
33-34:

Mountain

Mountainous planets have been (or still are)


home to a great deal of geologic activity. The
mountains can range from small hills (under a
kilometer tall) to huge peaks several kilometers
tall. Depending upon the planet's atmosphere,
plant life, and soil, mountain areas can support a
variety of plant forms from trees to grasses.
Peaks of mountains on temperate and cold planets may be snow capped. Snow capped mountains can be quite dangerous because of avalanches.
Example: Ryloth
Incompatible Conditions: Saturated Hydrosphere
35-41:

The same side of the planet faces


the sun at all times.

--

Ocean

Ocean planets are dominated by huge bodies


of water or other liquid. The oceans can be very
deep, or merely large and shallow, depending
upon whether or not geologic activity has created great mountainous regions (islands are often the peaks of small mountains that emanate
from the ocean's floor). These planets may be
searing to frigid, although frigid oceans will often
be covered by huge glacial sheets of ice.
Example: Baralou
Compatible Conditions: Moderate, Moist, Saturated Hydrosphere
Incompatible Conditions: Arid, Dry Hydrosphere

The Star Wars Planets Collection

~~~,,~=============================:.p~l~a:!:n~e;!t~G~e~n~e:::ra~t~io~n~S~y~s:!te;;m~
Planetary
Meteorology is one of the most difficult of the
sciences to understand, simply because there are
so many factors involved in determiningtheweather
of a plane!. Weather is defined as any type of wind
or precipitation, whether is in the form of rain,
sleet, ice, ice shards, or something even more

exotic.
In general, weather fronts are created by the
spin of the planet and the mixture of different
temperature air masses (such as when cool air
from a great water body collides with warm air
from the interior of a continent). Weather can be
amplified by the presence of satellites, an unusual
planetary orbit (such as elliptical), local geographic
Optional Modifiers: -I Population (initial roll
only)

42-44: Plain
Plains areas are simply huge, flat expanses of
life, typically supporting grasses and bushes as
primary forms of plant life. Grasslands can be
found in virtually any hydrosphere and temperature range, butthey are most common in tropical
and temperate dry regions. Very cold, dry grasslands are often called tundra, and very warm, dry
grasslands are often called savannahs.
Example: Celanon
Compatible Conditions: Dry, Moderate, Moist
Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid, Saturated
Hydrosphere; Searing, Frigid Temperature
45-46: Plateau
Plateaus are large sections of mostly flatland
that are elevated above other portions of nearby
land. They typically occur in the interior of continents. On a plateau, virtually any type of terrain
can be found.
Incompatible Conditions: Saturated Hydrosphere
51-52: Urban
This result means that most of the planet is
covered by artificial constructions, typically huge
city sprawls. This is indicative of a very high
population, and most so-called urban planets
concentrate on trade, manufacturing or administration. Agriculture can sometimes be conducted
in huge hydroponics factories, or beneath the
surface if the plants don't require sunlight (typical of mosses and fungi). Urban terrains can be
layered on top of most other terrain conditions,
such as plateaus, mountains, and plains. In addition to habitable cities, urban results may indicate huge factories and relining facilites.
Aside from buildings, many urban settings will

The Star Wars Planets Collection

Weather
conditions (there tends to be more rain when a
weather front hits a mountain chain, since the
clouds must lose moisture in order to rise above
them) and the effects of galactic civilization (climate control is used on many advanced planets).
Precipitation might be measured in centimeters
per year, or even meters per day, depending upon
the amount of moisture in the air and climate. The
strength of winds might be barely noticeable, or so
strong that buildings must be securely anchored or
they will be blown over.
The scope of this work doesn't allow for detailed
weather mechanics, but with all of the options available to gamemasters, the sky's the limi!.

have extensive cultivated areas for agriculture.


This classification can include any developed
area that isn't wilderness.
Example: Kari (see Galaxy Guide 6: Tramp
Freighters)
Optional Modifiers: + 1 Population (initial roll
only)

53-61 Wetlands
Wetlands are moist low-lying wet areas, and
playa vital role in most eco-systems. They can
take the form of ponds, marshes, or swamps, and
support bushes, trees, grasses and many different forms of life.
Example: Gorsh

Regulated Environments
Space stations, asteroid belt cities,
domed cities and other artificial environments are called regulated environments. It
is assumed that these environments are set
for the most comfortable conditions for the
species that built the environment, or in the
case of Humans, a temperate temperature,
Standard gravity, and a day/night cycle
hovering abound 20-25 standard hours.
However, should there be acatastrophic
disaster, the natural environment may come

rushing into the facility, or things such as


oxygen reprocessors or repulsorgrav generators may fail. ff the regulated environment is a domed city or a construct within
agas giant, the immense gravitational forces
and atmospheric pressures may cause the
facility to collapse. Filters could fail, releasing all kinds of toxins into the environment.
While accidents should be rare, the potential for disaster is enormous.

19

FP:!:'a~n~e;;t~G~e:!:n~e:!:r::la~ti~o:!:n!.lsyys~t;:;e:!:m!l:=============================::'TAA...
WAIU""""
Incompatible Conditions: Arid, Dry
Hyrdosphere; Frigid, Searing Temperature
62-63: Volcanic

Volcanoes and lava pools cover the planet, indicating a very high level of geologic activity. Volcanic planets often have high levels of ash and toxic
gases in the atmosphere, and the lava, of course, is
very dangerous. However, these planets often have
high quality metals in their crust. Volcanic planets
often have hazardous atmospheres.
Incompatible Conditions: Type Iatmospheres
Optional Modifiers: -2 Population (initial roll
only); +3 Atmosphere
64-66: Special Terrain

These are unusual terrains that demonstrate


the incredible versatility of the Star Wars universe. These terrain types can also explain seemingly contradictory terrain rolls. What follows
are some examples:
Crystal forests and fields. The crystals may be
immensely valuable, or merely scenic. They may
also be a hazard if they magnify incoming sunlight, possibly blinding careless travelers.
Planets with ammonia oceans, where the land
masses are actually rock-solid ice fields. This
type of condition requires very low temperatures and often has a Type IV atmosphere.
Underground forests, found in great subterranean caverns. The trees and bushes derive most
of their energy from the geothermal energy released by the interior of the planet.
Huge canyons cover the planet.
A planet where most of the water is trapped on
high plateaus, and the lowest sections of the
planet are actually parched deserts.
Planets like Kashyyyk, with several distinct
"bio-levels," where the type of creature and its
behaviors is distinctly different based on the
altitude. This can be accomplished through use
of mountains, huge trees, or even planets where
there are many lighter than air gases and many
flying and gliding creatures have internal blad~
ders for constant lift.
Planets that are covered with toxic and radioactive pools. They may have been mining planets
that were just tapped out and converted to waste
dumps. Whole new Iifeforms (and hardy ones at
that) could evolve in these conditions.
A planet with an unusual substance that mixes
with water, turning into a jellied goo at temperatures up to 80 degrees Celsius. In warmer seasons,
there are huge flowing oceans ofthe muck, while in
winter, the goo hardens, expands and covers much
of the planet (much like a hot-weather glacier).

20

Temperature
This classification represents the average temperature on the planet's surface. Most planets
have several varying temperature bands, from
the coldest (polar regions) to warmest (equatorial region). The "true" temperature of an area
canbe altered by local geographic features. Seasonal changes also greatly alter temperature (see
"Seasonal Changes" sidebar). Some planets are
trapped in what is called tide lock (see "Tide
Lock" sidebar). Still other planets have elliptical
orbits (see "Elliptical Orbits" sidebar).
All of these possible combinations give the
gamemaster a great deal of diversity and choice
when designing the planet. These special results
are not incorporated into the random tables so
that the gamemaster can choose exactly which
effects are most useful. Roll 2D to determine the
average temperature.
2: Searing

Searing planets average 60 degrees Celsius or


more, and are hostile to most life forms, although
standing bodies of water are possible as long as
the average temperature isn't near the boiling
point (100 degrees Celsius). Most civilizations
will tend to cluster near the more moderate polar
regions or underground.
3-4: Hot

Hot planets average between 30 and 56 degrees Celsius, and while generally uncomfortable, are not nearly as hostile as searing planets.
5-9: Temperate

Temperate planets average between -5 and 29


degrees Celsius, and are in the most comfortable
temperature bands lor Humans and other life
forms.
10-11: Cool

Cool planets average between -20 and -4 degrees Celsius. Most cool planets do not support
a huge number of life forms, but life can still adapt
to planetary conditions. Plant life may be common if it contains compounds that prevents vital
water-based fluids from freezing.
12: Frigid

Frigid planets average -21 degrees Celsius or


less, and are often inhospitable. If the hydrosphere is Temperate, Moist, or Saturated, the
planet may be covered with ice glaciers.

Gravity
Star Wars: The Roleplaying Game uses four
classifications to indicate the gravity of a world.
As indicated before, most regulated environments
will have a gravity of Standard.

The Star Wars Planets Collection

~,=~~=============================:!p~la~n~e;!t~G~e!ln~e:!::ra~t~i02!ln";S!ly~s~te~m!!!
Zero Gravity
Asteroids, comets and other very small stellar
bodies have effectively zero gravity, which also
eliminates the possibility of an atmosphere (barring the use of technology, such as energyscreens).
Space stations that lose power may also lose their
repulsorgrav generators, effectively throwing the
whole station into a zero gravity situation.
In zero gravity, things and beings float unless
thrust is somehow provided. On the other hand,
once something begins moving, it doesn't stop
until something else stops it (such as a collision
with a wall). The applies for vertical, horizontal
and even twisting movement since there truly is
no "up" or "down."

Characters in zero gravity can float up to five


meters per round and have no control over direction unless they have something to push off
against, in which case they float 10 meters. Increase the difficulty of all Dexterity or Strength
checks by 2 (excluding checks to resist damage).
Combined actions are not possible. Characters
attempting full dodges will smash into any object
in their path (taking 3D stun damage). Each dodge
counts as two actions. Characters will be able to
control their direction of flight by firing blasters
or projectile weapons as a means of propulsion,
but this requires a Moderate Mechanical roll to
control direction. Similary, characters who fire
weapons in combat will be pushed away unless
they are braced against a wall.
2-4: Light

Planets with light gravity allow characters to lift


heavier objects, but also throws off physical coordination. They also allow easier movement. There
are few inhabited planets with light gravity.
In very light gravities, the gamemaster may
want to use the follOWing optional modifiers: + lD
bonus to all Strength actions (except for resisting
damage); -lD penalty for all Dexterity actions.
Optional Modifiers: +2 Atmosphere
5-11: Standard
Standard gravity is that which is most common
on Imperial worlds, and therefore most comfortable for most species. Standard gravity includes
several gradients of true gravitational pull, but is
placed within this convenient grouping.
12: Heavy
Heavy gravity planets have a much stronger
pull than normal, the effects of which can be
merely inconvenient or crippling. Planets with
very heavy gravity may make a person's body so
heavy that they cannot move. There are few
planets with heavy gravity, and most of them are
just barely beyond the Standard gravity classification. On these "barely heavy" gravity planets,

The Star Wars Planets Collection

even walking counts as an action (it is not "free


movement").
Gamemasters can use the following optional
modifiers for slightly heavier gravity planets:-lD
to all Strength and Dexterity actions (except for
resisting damage). Characters must make a minimum of a Moderate stamina check after every
minute of heavy exertion, although checks may
be made more difficult or frequent at the
gamemaster's discretion. Characters who fail
these stamina checks must rest for a double the
amount of time they were active or suffer a -3D
penalty to all actions except resisting damage in
combat. Additionally, when the character suffers
damage from collisions or falling, increase the
damage by a minimum of lD.
Optional Modifiers: +2 Atmosphere

Atmosphere
Most stellar bodies of significant size have
atmospheres (some planets have had their atmospheres ripped away by a near pass with a rogue
planet or some similar cataclysm). Gas giant
atmospheres are often composed of methane,
ammonia, and various hydrocarbons (Type IV),
although a very small number of gas giants have
been discovered with a breathable atmosphere
within a limited biozone (Bespin being the prime
example). Imperial bureaucrats use a very simple
classification system for atmospheres. Most ship
sensors can determine the type of atmosphere
with sensors. However, sensors are not perfect,
and may miss trace elements that can be harmful
to the ship's inhabitants, so the results of a
sensor scan should never be taken at face value.
To randomly determine a planet's atmosphere,
roll 2D and check the result below.
None
This planet has no appreciable atmosphere
and a space suit is required simply to survive on
the world. Planets without an atmosphere typically have much greater temperature variations
because there is no atmosphere to disperse solar
energy (on the sun side) or retain heat (on the
night side). Characters exposed to the vacuum of
space suffer 4D damage the first round of exposure, and increase the damage by +2D for each
additional round in the vacuum.
2-9: Type I (Breathable)

A Type I atmosphere has a proper mixture of


oxygen, nitrogen and other gases so that Humans
and comparable species can breath it unassisted.
These atmospheres may have contaminants that
over the long term have a detrimental effect.
Planets with a Type Iatmosphere will have life
or at least had life recently.

21

FP:!:'a~n:l:e;:t~G~e:!n!.!e:!r.:!a!!ti~o~n!.S~Yl::s~t;;e::lm~=============================:;:i'TAA...
WARS""""
may be necessary. These atmospheres may also
be flammable or highly explosive. The gamemaster must customize the effects of the hostile
atmosphere.

Hydrosphere
The hydrosphere represents the amount of
moisture on or near the surface of the planet.
Water is not necessarily the only liquid that can
be found. The water may have a high concentration of another substance that makes it unfit for
consumption, or the liquid might merely be water-based, but have other components that make
it a different compound. More exotic options
include huge lava lakes (on planets with plenty of
geologic activity), or deadly ammonia seas (on
extremely cold planets). Ro/l2D.

~-

---

,,

10: Type /I (Breath Mask Suggested)


Type /I atmospheres can support life without

use of a breath mask, but either due to too much


or too little atmospheric pressure or oxygen, or
unusual gases or contaminants, it is recommended that a breath mask be worn. Without a
breath mask, detrimental effects, such as slowed
reactions, reduced brain activity, poisoning, or a
myriad of other effects can begin to occur within
just a few hours of exposure. Many alien speciess
can comfortably breathe Type /I atmospheres
without having to resort to breath masks.
Planets with a Typell atmosphere will have life
or at least had life recently.
I 1: Type 1/1 (Breath Mask Required)
Type III atmospheres are unbreathable without a breath mask, again due to a number of
possible characteristics. The atmosphere could
be highly poisonous, or simply not have enough
oxygen to breathe. Characters without breath
masks can begin to suffer detrimental effects
immediately. A small number of alien speciess
(and certainly native creatures) will be able to
breath these atmospheres unaided.
Type III atmosphere planets frequently support life.
12: Type IV (Environment Suit Required)
Type IV atmospheres are not only poisonous,
but they are so reactive that they will cause
injury to persons who are exposed to it. Environment suits, space suits or life-support equipment
is required to venture through the atmosphere,
or characters will suffer burns and other grievous injuries. If the planet is Frigid, a thermal suit

22

2: Arid
The planet is 85-100 percent covered by land.
The planet has very little or no standing liquid,
and there probably is very little moisture in the
atmosphere. There may be large iakes and seas,
but there are no great oceans. Much of the planet
will probably be desert.
3-4: Dry

The planet is 50-84 percent covered by land.


The planet has some standing liquid, and the
land is probably a mixture of desert, dry plains,
tundra, or other terrain types not requiring a
great deal of water.
5-9: Moderate

The planet is 15-49 percent covered by land.


The pianet has large oceans and probably a well
developed river network, especially if the planet
has large hills and mountains. There are probably many different terrain types.
10-11: Moist

The planet is only 5-14 percent covered by


land. Most of the planet is covered by water or
another liquid, and the few land masses that do
exist are wet. Bogs and swamps are common.
12: Saturated
The planet is only 0-4 percent covered by land.
Land only takes the form of islands, which may
again be bogs, or swamps. Oceans dominate the
terrain.

Length of Day
The length of day for most terrestrial planets
not subjected to tide lock or another extreme
condition is in the range of 18 to 36 standard
hours. Even though tide-locked planets do not
have days, it is useful to determine what a likely
day length would be so that the length of the local

The Star Wars Planets Collection

~,=~~=============================:.p!::.l~a~n~e;.!t~G~e~n!;e~ra~t~io~n~S:.ly~s:!:te;:m~
year can be determined. To determine this total,
roll 10:
o If the result is 1-2, roll 20 and it to 10 for a total
number of hours.
o If the result is 34, roll 10 and add it to 20 for a
total number of hours.
olf the result is 5, roll 10 and add it to 25 for a total
number of hours.
olf the result is 6, roll 10 and add it to 30 for a total
number of hours.
Satellite planets may have days several dozen
hours long (as long as it takes the satellite to orbit
the gas giant). The local year depends upon the
orbit of the gas giant and may be several standard years long.

Length of Year
A simple die roll will generate a suitable total
since so many different factors are responsible
for the determining the orbital radius and speed
of the planet. The total can be increased or
decreased bya few days to make the total unique
compared to other planets.
To determine this total, roll 20 of different colors. Read the results below and the total of the two
numbers equals the length of year in local days:
First Die
Multiply the number xl5
Second Die
75 local days
I
150 local days
2
34
225 local days
5
300 local days
6
375 local days

Starport
The Imperial Space Ministry has five dilferent
classifications for starports. For random determination of the starport, roll 20 and find the
result on the chart below.
2: Landing Field
There may be a flat space on the ground for
ships to land. There is no control tower (there
may not even be other starships on the planet).
Fueling and repair services are probably unavailable at any price.
3-5: Limited Services
This is typically a simple landing field, but
there is at least a control tower to prevent collisions between ships in the planet's airspace.
There may be maintenance sheds lor rent. There
may be fuel lor sale, but other important supplies
are unavailable.

Sentient Species
The gamemaster should determine what alien
species are on the planet in large quantities.
Humans are among the most diverse species in
the galaxy and can be found almost everywhere,
but other species such as Oevaronians, Ouros,
Gamorreans, Ithorians, Rodians, Sullustans, and
Twi'leks are also known to colonize and reside on
many different planets. If the planet is similar to
a species '5 preferred climate, or there is plenty of
work to be lound, other species may be encountered as well. The planet may have a native
sentient species, designated by an (N) on this
line of the planet log.
Gamemasters must take a few moments to design the native sentient species, bearing in mind
the kind of environment the species evolved in. He
should decide their biology, culture, history, how
galactic civilization changed their society, what
common occupations they have and what their
personalities are like.

The Star Wars Planets Collection

23

-PP:!:'a~n:!:e:;:t~G:;e!n~e!r~a!!ti~o:!:n!.S~Yl:is~t~e:!lm~=============================:t:;FI'AIL..
WARS""""
6-8: Standard Class

The starport is fully-staffed and equipped.


Restocking services are available, and there is a
small shipyard for minor repairs and modifications. Prices for repairs and modifications can be
up to double normal prices, and take twice as
long to accomplish.
9-11 : Stellar Class
This type of starport can dock and service almost any class of ship. There are probably several
shipyards in the immediate area, and they can
handle major repairs and modifications. There is
almost always an Imperial Customs office on site.
1 2: Imperial Class
Modern and iuxurious ports with complete
storage and maintenance facilities, and a large
number of landing fields and docks. A complete
menu of services and luxuries are available for
the ship and its crew. Important merchants have
offices at the starport. The shipyards are capable
of rapid repairs and modifications. The Imperial
Customs office is well staffed.

For more information on starports, see Galaxy


Guide 6: Tramp Freighters.

Population
This figure represents the total sentient population on a particular planet. For random determination, roll 10 and use the chart below.
I
Population is 1-999
2-3
Population is in the thousands
4-5
Population is in the millions
6
Population is in the billions
Once the basic range is established, roll 10 to
determine whether the population is in single
numbers, tens or hundreds for that category.
1-2
Population is in singles (1-9)
3-4
Population is in tens (10-90)
5-6
Population is in hundreds (100-900)
To determine the exact number, roll 10 to
determine if the number is 1-5 or 6-9. It is recommended that the population only be determined
for two significant figures (Le., only roll the first
two numbers).
1-3 Number is between 1-5 (roll 10, ignoring 6)
4-6 Number is between 6-9 (Roll 10,
ignoring 5 and 6, and add five)
It is recommended that the gamemaster not
allow populations over 100 billion. Any population
over 10 billion is very likely to be an urban terrain
planet, with a standard class or better starport and
an industrial level or higher tech level.

Example: The gamemaster wants to randomly determine the population of a planet.


He rolls 10 getting a result of "3" (the population will be in the thousands).
A second die roll yields a result of "5" (the
population is in the hundreds of thousands).
To determine the exact number, the
gamemaster must first roll the first significant figure. Aroll of"I" tells him thenumber
is between I and 5, and a second roll of "3"
tells him the first number is 3, for a first
number of 300,000.
To determine the second significant figure, a roll of "5" tells him the number is
between 6 and 10. To getthe specific number,
he rolls 10 and adds five, ignoring a 5 or 6. He
rolls a "1", and by adding 5, gets a total of 6.
This makes the planet's population 360,000.

Tech Level
The level of technological achievement is important in determining what goods the planet
can manufacture, as well as what they are likely
to be interested in purchasing. Few planets fit
directly into one of these classifications.
This classification system, utilized by Imperial
bureaucrats, represents the typical level of technology to be found on the planet, but there may be
areas where indivduals have developed or somehow acquired more advanced technology. Planets
with no sentient inhabitants are considered Stone
level by default. Roll 20.
2: Stone
Stone level civilizations have loosely-knit cultures and the basic social unit is likely to be the
tribe. The society makes and uses stone tools
and may have developed primitive agriculture.
These people do not understand the concept of
money, so trade will be by barter. There is no
transportation network.
3: Feudal
Feudal planets have a more complex social
structure and have begun to produce primitive
manufactured goods. They have learned primitive mining and ore-processing techniques. Transportation is normally by ship or caravan.
4: Industrial
Industrial planets are beginning to understand
mass production, and have established more
complex political and social structures. Windmills, waterwheels, wood or coal furnaces will be
used to generate energy. These planets typically
want to acquire knowledge to help improve their
technology. Motorized transportation, projectile weapons and the beginnings of mass communication are common.

24

The Star Wars Planets Collection

~,=~I!~=============================:!p~la:!!n~e;;t~G~e:!n~e:!r~a~ti~o:!:n~S~yt::s~t~e~m
5: Atomic
Atomic planets have advanced,large-scale production of goods. They will be very interested in
new technologies. More advanced alloys and
plastics become available. Space travel is in its
infancy. Established industries, such as transportation, communications, medicine, and business, quickly progress and grow.
6-7: Information

Sophisticated communications, such as computers and satellites, become readily available.


Industry becomes more efficient, mechanization
is very common, and the precursors of droids
appear. Energy weapons are beginning to be
discovered, in-system space travel is common
and colony ships to other planets are a distinct
possibility. Repulsorlift may be developed. Natural resources may become scarce.
8-12: Space

This is the stage of most planets within galactic


civilization, and is characterized by hyperspace
travel, droids, blasters, and highly efficient industry. Planets at this level are often integrated into
the galactic economy, and produce many goods
for export, but also import many goods.
For more information, see Galaxy Guide 6:
Tramp Freighters.

Major Imports and Exports


This should be chosen by the gamemaster
only after considering the government, tech level
and planet function as a whole. The gamemaster
must decide what the planet produces for its own
consumption, what it ships to other planets and
what it must purchase from other planets. The
whole galactic economy is built upon the fact
that most planets specialize in producing certain
goods and must import goods from other planets
for survival.
Imperial bureaucrats group goods within eight
general categories. Within these categories, planets may export or import only a few products.
The categories are: low, mid, or high technology,
metals, minerals, luxury goods, foodstuffs and
medicinal goods. For more information see page
16 of Galaxy Guide 6: Tramp Freighters.

Systeml'Star Name
Generally, the system and the star are named
after the most important planet of the system.

Star 'lYpe
The gamemaster should determine the type of
star for the system. White, yellow-white, yellow,
orange, and red stars could conceivably support
habitable planets (yellow and orange are most
likely). White dwarfs (which were once red giants) may have once supported habitable planets, but they were burned when the star became
a red giant. Binary stars can support habitable
planets, and although rare, this is not impossible,
as Tatooine shows. This is possible if the stars
are close enough to each other so that the planet
orbits both stars, or the stars are so far apart that
the planet can orbit around only one of the stars
(this will almost always be the case). Trinary
stars could also support habitable planets, but
this is even less likely.

Other Planets
The gamemaster, at his option, can elect to
detail the rest of the system. This is a matter of
choosing the types of planets and their names,
and provided you don't start explaining the detailed astrophysics of the system, odds are likely
no one will complain.
In general, terrestrial planets will occupy the
inner orbits of the system. Next will be the gas
giants, possibly followed by frozen rock planets.
Gas giants will be the only planets capable of
supporting habitable satellites. Most satellites for
terrestrial planets will be little more than hunks of
frozen rock and ice, although they could be a large
"companion" satellite. Gamemasters can list other
planets on the Planet Log. Moons of particular
importance can be listed afterthe planet they orbit
(in the text, listed moons are italicized.).

Designing Lifeforms
One of the final steps in designing a planet is
deciding the lifeforms that inhabit it. However,
for game purposes the gamemaster will never
need to completely define the biosphere.
When designing lifeforms, itis most important

Planet Log Terrain Key


-.-.
till

Plains

I2B

Desert

k~.;;:i Swamp

~ Forest
~ Jungle/Rain Forest
The Star Wars Planets Collection

Barren Rock

J<,

Volcano

Water

~ Urban/Industrial

Craters

Plateau

City

Hills

'Y\

Canyon

Spaceport

'\'\

Mouutaius

Ice

Site of Interest

""

2S

aR-PP!:la!!n~e;!t;';G~e:!ln~e:!;ra:!:t!!i20:!ln~S~y~s:!t~e~m!.:=============================;;sr.~
WARS""""

PLANET GENERATION CHARTS


11

12
13

Planet Function

Planet Type

(Roll six-sided percentile dice)

(Ro1l2D)

Abandoned Colony
Academic

2-9
10

Optional Modifiers: + 1 Starport, + 1 Tech Level

11

Administrative/Government

Optional Modifiers: 2 Population (initial roll only)


Incompatible Conditions: Agriculture, Homeworld
Planet Function

Optional Modifiers: + 1 Starport, + 1 Tech Level

14-21

Agricultnre
Incompatible Conditions: Asteroid Belt, Artificial
Planet Type; Barren Terrain

22
23

Terrestrial
Satellite (Normally gas giant)
Asteroid Belt

12

Artificial
Optional Modifiers: -2 Population (initial roll only)

Colony
Disaster

Terrain

Optional Modifiers: -3 Starport (if recent calamity),


-2 Tech Level; +3 Atmosphere

24
25-26

Entertainment
Exploration

(Roll six-sided percentile dice)


11

Compatible Conditions: Arid, Dry Hydrosphere


Incompatible Conditions: Moist, Saturated Hydrosphere
Optional Modifiers: -2 Population (initial roll only); +3
Atmosphere

Optional Modifiers: -2 Starport, -2 Tech Level

31
32-33
34
35-41

42

Hidden Base
Homeworld
Luxury Goods
Manufacturing/Processing

12-13

Optional Modifiers: Mid Tech Planets: +2 Starport;


+2 Tech Level. High Tech Planets: +3 Starport; +4
Tech Level

14
15-16

Mining
Natnral Resources
Research
Service

21-24

25-26

31-32

11

12
13-16
21-22
23-24
25
26-31
32
33-42
43-45
46-52
53
54
55
56
61
62
63-66

26

Alliance/Federation
Anarchy
Competing States
Corporate Owned
Dictatorship
Family
Feudalism
Guild/Professional Organizations
Imperial Governor
Military
Monarchy
Organized Crime
Participatory Democracy
Rebel Alliance
Representative Democracy
Ruler by Selection/Rite
Theocracy
Tribal

JUNGLE

Compatible Conditions: Moderate, Moist, Saturated


Hydrosphere; Searing, Hot, Temperate Temperature
IncompatibleConditions:Arid, Dry Hydrosphere; Cool,
Frigid Temperature

Government
(Roll six-sided percentile dice)

GLACIER

Compatible Conditions: Moist, Saturated Hydrosphere;


Cool, Frigid Temperature
Incompatible Conditions: Arid, Dry Hydrosphere;
Searing, Hot, Temperate Temperature

Subsistence
Trade
Optional Modifiers: +3 Starport; +2 Tech Level

FORFST

Compatible Conditions: Moderate, Moist Hydrosphere;


Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid Hydrosphere; Frigid,
Searing Temperature

Optional Modifiers: + 1 Starport; +2 Tech Level

62-63
64-66

CRATER flEW
DfSERT

Compatible Conditions: Arid, Dry Hydrosphere


Incompatible Conditions: Moist, Saturated Hydrosphere

Optional Modifiers: +2 Starport; + 1 Tech Level

51-55
56
61

CAVE

Optional Modifiers: +2 Atmosphere; -2 Population


(initial roll only)

Military
Optional Modifiers: +3 Starport; +2 Tech Level

43-46

BARREN

33-34

MOUNTAIN

3541

OCEAN

Incompatible Conditions: Saturated Hydrosphere


Compatible Conditions: Moderate, Moist, Saturated
Hydrosphere
Incompatible Conditions: Arid, Dry Hydrosphere
Optional Modifiers:l Population (initial roll only)

42-44

PLAIN

Compatible Conditions: Dry, Moderate, Moist


Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid, Saturated Hydrosphere;
Searing, Frigid Temperature

4546

PLATEAU

51-52

URBAN

53-61

WEfLANDS

Incompatible Conditions: Saturated Hydrosphere


Optional Modifiers: +1 Population (initial roll only)
Incompatible Conditions: Arid, Dry Hydrosphere; Frigid,
Searing Temperature

62-63

VOLCANIC

Incompatible Conditions: Type I atmospheres


Optional Modifiers: -2 Population (initial roll only); +3
Atmosphere

64-66

SPECIAL TERRAIN

The Star Wars Planets Collection

~,=~==============================~p:!:la~n~e;,t~G~e~n~e~r~a~ti~o~n~S~y~s~t;;e~m

PLANET GENERATION CHARTS


Gravity

Hydrosphere

Temperature

(Ro1l2D)

(Ro1l2D)

(Ro1l2D)

2
3-4

Zero Gravity
Light

5-11

Standard
Heavy

Optional Modifiers: +2 Atmosphere

12

Optional Modifiers: +2 Atmosphere

2
3-9

)0
11
12

2
3-4
5-9
10-11

12

2
3-4
5-9
10-11

Arid
Dry
Moderate
Moist
Saturated

12

Atmosphere

Population

(Ro1l2D)

Basic Range
(Roll JD)

None
Type I (breathable)
Type II (breath mask suggested)
Type III (breath mask required)
Type IV (environment suit required)

1
2-3
4-5

Population is
Population is
Population is
Population is

Searing
Hot
Temperate
Cool
Frigid

1-999
in the thousands
in the millions
in the billions

(Now, roll for within that range if the population is in single


numbers, tens, or hundreds for that category. Roll 10)

Length of Day
(RolllD; the result is in standard hours)

)-2
3-4
5

Roll
Roll
Roll
Roll

2D, add
10, add
10, add
10, add

10
20
25
30

)-2
3-4

5-6

Population is in singles (l-9)


Population is in tens (l0-90)
Population is in hundreds (l00-900)

(For exact numbers, roll 10 to determine if number is between IS or &-9. Determine to two significant figures. Roll 10)

1-3
4-6

Length of Year

Number is between 1-5 (roll 10, ignoring 6)


Number is between 6-9 (roll 10, ignoring 5
and 6, and add five)

(Roll 20; the result is in local days)

first Die

Multiply die roll xIS; add it to the result from the


second die.
Second Die

1
2
3-4

5
6

75 local days
150 local days
225 local days
300 local days
375 local days

The Star Wars Planets Collection

Tech Level

Starport

(Ro1l2D)

(Ro1l2D)

2
3-5

Landing field
Limited

services
6-8
9-11

)2

Standard class
Stellar class
Imperial class

2
3
4
5

6-7
8-12

Stone
Feudal
Industrial
Atomic
Information
Hyperspace

27

FP:!:la~n~e;;tLG~e:!:n~e:!:r.:!a!!ti~o:!:n!.S~y~s~t~e:!lm~=============================:;:'TAR...
WARS""""
to remember the relationship the lifeform will
have with other organisms in its environment.
The following general concepts should help you
develop interesting and unusuallifeforms.

Life
Animals are life forms that must secure food
already organized into organic (carbon-based)
substances. In other words, they generally cannot
derive their sustenance from sunlight or soil, but
rather must hunt down plants and other animals.
Plants are lifeforms that manufacture their
own food from inorganic substances. Often they
draw energy from sunlight and nutrients from
soil; in nutrient poor environments they may
consume other plants and animals.
Bacteria are single-celled life forms. They can
be both useful and harmful to other life forms.
Viruses are pure genetic material wrapped in a
protein coating. When a virus is introduced to a
new life form, it replaces the host's genetic material and starts replicating itself, spreading
throughout the host.
Relationships
Commensal relationships are ones in which
one organism coexists with another. The first
organism derives some benefit from its coexistence, while the second organism is neither
harmed nor benefits from the relationship.
Parasitic relationships are ones in which one
organism coexists with another. The first organism derives some benefit from the relationship,
while the second organism is harmed, but not
killed, by the relationship.
Predatorrelationships are ones where the first
organism benefits from the second organism,
but also kills it, meaning that the predator must
continually hunt down new forms of prey.
Symbiotic relationships are ones in which two
organisms coexist, and both of them benefit from
their association with the other organism.
Intelligence
Non-intelligent organisms are controlled by
their genetic code and the nature of their environment. They are merely reactive.
Physical reflex organisms respond to external
stimuli in variable ways. This is not a cognitive

28

process, however, but a pattern of innate and


learned response to external stimuli. Forexample,
these creatures back away from hot objects after
they are burned. They cannot learn in advance
that "hot is bad," for example.
Emotional reflex organisms can feel content,
sad, and other emotions on a rudimentary level.
They do not literally think "I am sad," but instead
respond with behavior modification when things
are going well or poorly. These creatures can
challenge for a mate, battle for territory, "feel"
hungry, or get angry when they haven't eaten.
Associative thoughtorganisms can associate one
occurrence or action with another one. This allows
for learned behaviors. For example, a hungry
animal can chose to wait to hunt until nightfall
because it has learned to associate nightfall with
better chances of success when hunting. These
creatures can feel loyalty, hurt, angry, loss, remorse, or happiness to the same levels as more
intelligent creatures, but cannot grasp ephemeral
ideas like love and war. There is no "good versus
evil" for such creatures; they only understand
"beneficial to me" and "harmful to me."

Sentient organisms are the highest state of intelligence known in the Star Wars galaxy. The organism has the ability to imagine, dream, divine the
consequences of events based on past experiences and gauge the probability of future success
given previously acquired knowledge. Emotions
can be tempered, instilled, altered. The culture of
such beings can define things like good and evil in
esoteric ways. These creatures can invent new
things, create and test theories, or develop artificial worlds with no basis in real experience. True
sentience is a rare development.

The Details
Within this framework, virtually every social
relationship between any form of life can be defined. Once the situations are defined, the gamemaster can define how the lifeform moves, any
unusual attacks or defenses, the lifeform's social
structure and needs, and other factors.
For more information on the nature oflifeforms,
see Star Wars: The Roleplaying Game, Second
Edition and pages 3 and 4 of Galaxy Guide 4: Alien
Races.

The Star Wars Planets Collection

--sTA...
P~==================================~B~a:!!r:a:!:IO~u
-WARS

Baralou
Baralou
Type: Tropical ocean
Temperature: Hot

Atmosphere: Type I (breathable)


Hydrosphere: Saturated

Gravity: Standard
Terrain: Ocean, jungle islands, barren rock island~

Length of Day: 22 standard hours


Length of Year: 295 local days
Sapient Species: Humans, Krikthasi (N), Multopos (N)
Starport: Limited services (Aqualis Base)
Population: 500,000 (surface), 5 million (aquatic)
Planet Function: Homeworld, algae harvesting and pro-

cessing
Government: Solitary tribes (Multopos), feudal and solitary tribes (Krikthasi)

Tech Level: Stone


Major Exports: Foodstuffs (bestrum algae, fish), luxury
goods (tropical fish, Krikthasi crafts, gemstones)
System: Baralou
Star: Baralou (yellow)

Orbital Bodies:
Name
Baralou

Alau Belt
Masalou
Yaralou
Tanalou

Planet Type
tropical ocean
asteroid belt
barren rock
saturated terrestrial
frozen rock

Moons
4

o
o
o
o

World Summary
The water-rich Baralou system offers mineral
wealth, abundant natural resources and vast
trade potential for those who happen upon it.
The most remarkable planet, Baralou, occu-

System Datafile
Baralou system, star: Baralou, yellow star.
Four planets in system with asteroid belt in
second "orbil." Baralou (innermost orbit)
is the only habitable planet in system.
Planet is a warm, tropical world noted
for immense tidal changes. Baralou seems
to support an intelligent amphibious civilization. Some independent traders conduct
a small amount of trade on this world. Visitors are advised to proceed with caution
because this is an extremelyprimitiveworld.

The Star Wars Planets Collection

pies the first orbital slot about the yellow star.


The world is covered by oceans, with several
chains of volcanic islands protruding from the
waters. It is a tropical world, with temperatures
ranging from 20 to 40 degrees Celsius. Most of the
islands, now stable, are covered bytropical jungle.
The orbiting moons help generate the violent
storms and tremendous tides that constantly
sweep the world.
The Multopos, one of two intelligent species
native to Baralou, are found throughout the islands. These creatures are currently engaged in
a fierce battle for survival with the marine
Krikthasi. Both species have developed stone
level technology. Trade with the Multopos and
Krikthasi is by barter only.
This world is visited by many independent
traders, and is also the location for an important
Alliance algae processing complex.

System Summary
The Baralou system has much to offer, yet it is
still a backwater world due to its distance from
major trade routes. There is no permanent Imperial presence in the system. Afew free-traders have
profited handsomely from theirvisits tothis world.
The Alliance views the Baralou system as an important source of food because of the large algae
harvesting and processing facility, Aqualis Base.
Baralou's four orbiting moons create dramatic
tides and storm fronts, causing constant flooding
of the islands. Another problem is the toxicity of
the terrestrial plant life - most fruits and vegetables have traces of a potent poison. In game
terms, if a character (Human or alien) has five
servings of Baralou vegetables or fruits within
three local days, he must make an Easy stamina
check or suffer2D+2 damage. For each additional
serving, check again and increase the damage by
ID. If the character can go three days without
eating any native plants, his system will have a
chance to recuperate from the poison. Creatures
from this planet can metabolize the toxin, so
meat is not dangerous to consume.

29

_EB~a~ra~I~0:l:U~==================================~STAA.
WAIU""""

Tropical Islands
The islands of Baralou support a variety of life
forms even though they are constantly assaulted
by storms (tides sometimes rise over 50 meters).
The island beaches are a mixture of items
washed up from tbe oceans - soil, sand, rocks
and shells. Further inland, and farther away from
the most devastating tides, low bushes and trees
can be found. Because of the violent changes in
conditions, plants on Baralou have very deep
root systems. As a defense mechanism, most of
the plants secrete some kind of toxin. Most of the
plants grow year round.
Many kinds of animals are on the islands,
including insects, amphibians, birds, reptiles
and mammals. Most have some kind of adaptation to survive the flooding and storms, including
gills, the ability to go into hibernation when
submerged in water, or flight capability.

A Planet of Riches
The plentiful gemstones of Baralou - sasho
gems, kuggerags, rubies, diamonds, jasse heartsare formed as a result of the tremendous internal
'pressures of tbe planet and can be found on nearly
every island. The native Multopos are perfectly
willing to let free-traders gather as many gems as
they wish as long as tbere is a "fair exchange" of
merchandise. Due to tbeir ignorance of the true
worth of these gemstones, they are willing to trade
a one-kilogram sasho gem (with an open market
value of 5,000 credits) for a blaster pistol and a few

30

power packs. Fortunately for the Multopos and the


Alliance algae plant, the traders have been very
tight-lipped regarding the source of the gems. If
less scrupulous traders and businesses were to
ever learn Baralou's location, a more brutal form of
exploitation would be sure to arrive on the world.

Majestic and Dangerous Oceans


The oceans of Baralou aren't nearly as turbulent as the surface. While currents are strong, the
storms and tidal waves have little traumatic effect more than 40 meters below the surface of the
water. Characters caught near the surface when
a tidal wave passes will be in for an unpleasant
ride, as they feel themselves dragged in a million
directions at once, only to be thrown into the air,
high above the ocean surface.
Many primitive aquatic plants thrive beneath
Baralou's waters, including bestrum algae (which
'Aqualis Base processes into food) and aquatic
grasses. Plankton is plentiful, providing ample
food for the fish, mollusks and crustaceans.
The undersea scenery is truly spectacular,
with brightly colored fish everywhere. Many of
the fish species have evolved specialized defenses and attacks, such as razor-sharp teeth,
venoms, poisons or color-changing camouflage.
The sentient Krikthasi are a constant danger.
They are just as likely to attack as communicate
and will take whatever action is necessary to
secure blasters. For all of their hostility and
ferocity, the Krikthasi are also useful in warning

The Star Wars Planets Collection

.....ITAII:R~====================================:.B~a:::ra~l~o~u
_AU
that a tidal wave is approaching - if the characters see a patrol suddenly dive toward the ocean
floor, it is a good idea to follow suit.
Treppok
Type: Placid aquatic omnivore

DEXTERITY 2D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Teeth: STR+2D damage. If a character is wounded, he or
she must make a Moderate Dexleritycheck to avoid being
swallowed.

Move: 45 (swimming)
Size: Up to 30 meters long
Scale: Creature

Orneriness: 4D

The treppok are perhaps the most spectacular of Baralou's undersea creatures. They are
large, brilliant red fish, up to 30 meters long.
Their tails have six fins, with another six fins at
the midpoint of their bodies. They have a flexible,
but very strong interlocked skeleton (the
Krikthasi build homes from their skeletons).
These solitary creatures feed on everything from
plankton to fish.
These creatures are peaceful, but the Krikthasi
have learned how to manipulate them. Through
use of what they call a "treppok call," they are
able to produce sounds that terrify the large
behemoths. By positioning several Krikthasi kilometers apart, they can force a treppok to swim
wherever they want it to go.
Treppok only fight in defense, or unless frightened by the Krikthasi "treppok call." If the latter,
they will attack anything that moves. They attack
by attempting to bite or swallow whatever they
can catch.
Grotseth
Type: Aquatic predator

DEXTERITY 3D
PERCEPTION 2D
STRENGTH 3D
Special Abilities:
Teeth: STR+ 1D damage
Razorded Scales: Grotseth are covered with small, razorsharp scales which cause 4D damage whenever a character makes contact with the creature and fails a Moderate
brawling parry or Dexterity check to get out of the way.
Move: 16 (swimming)

Size: 3-4 meters long


Scale: Creature

Capsule: Grotseth (the same word is used for singular and plural forms) are the most aggressive and
dangerous fish in the oceans of Baralou. They hunt
in packs (a normal pack has several full-grown

adults and many pups), and they attack any creature that appears weaker or smaller than them.
These creatures can be a menace to any being in
Baralou's oceans and can be attracted by major
disturbances (such as combat between different

groups).

The Star Wars Planets Collection

Undersea Action
When fights occur underwater, keep the following tactics and tips in mind:
Lightsabers don't work well under water. They boil up
the ocean and spin around, requiring a Moderate Dexterity
roll to hold onto or pick up.
Characters use their swimming codes for movement and
dodging.
When a grenade goes off underwater, it does 4D damage
to everyone within its entire range. Victims at close range
can be wounded, but all others take stun damage only.
This is because water is tremendous conductor of concussion waves.

Blasters are not as effective underwater. The difficulty of


any blaster shot is increased by one level of difficult, and
the blaster does -2D damage.

Multopos
The Multopos are tall, muscular amphibians
that populate the islands of Baralou. They have a
thick, moist skin (mottled grey to light blue in
color), with a short, but very wide torso. They
have muscular legs and thin, long arms. Trailing
from the forearms and legs are thick membranes
that aid in swimming. Each limb has three digits.
Their heads have long snouts, with three sets
of gills immediately below the lower jaw. They
eat small herbivores and plants. Their large,
bulbous eyes are set deeply into their skulls.
Multopos
Attribute Dice: 120
Attribute Minimum/Maximums:
DEXTERITY 2D/4D+ I
KNOWLEDGE ID/4D
MECHANICAL OD/3D
PERCEPTION 2D/4D
STRENGTH ID/4D
TECHNICAL OD/ID+2
Special Abilities:
Webbed Hands: Due to their webbed hands, Multopos
suffer a -1 0 penalty when using any object requiring fine
manipulation of controls.
Dehydration: Any Multopos out of water for over one day
must make a Moderate stamina check or suffer dehydration damage equal to 10 for each day spent away from
water.
Membranes: Multopos have thick membranes attached to
their arms and legs, giving them +10 to swimming.
Aquatic: Multopos can breathe both air and water and can
withstand the extreme pressures found in ocean depths.
Move: 7{9 (walking), 1I{14 (swimming)
Size: 1.6-2 meters tall

Multopos Tribes
The Multopos form tribes and generally reside
toward the center, and thus the safest, portions
of an island. They build simple structures out of
soil and sand, which they mix with adhesive from
certain tree trunks. The resulting buildings are
sturdy, but very light and float in water.
Multopos tribes are quite traditional. lndi-

31

_BB~a:!::ra~I~0:l:u~==================================='TAR...
HAU-

Multopos

viduals stay with the tribe they were born and


raised with. There is very little individuality in
their society, as each Multopos is wholly dedicated to the tribe.
There is little for these creatures beyond survival. They spend a great deal of time caring for the
young (who cannot leave the water until they are
about six local years old). If not caring for young,
the Multopos spend their time hunting or gathering plants. The tribes are loosely organized; the
Multopos normally follow the lead of the tribe
member showing the most initiative.
Multopos tribes are isolated from one another,
although the species as a whole seems to be curious and peaceful. It is only with the Krikthasi that
the Multopos see no potential for peace.
The most important function of the tribe is to
raise more Multopos. Because of their amphibious
nature, Multopos can only mate in water, and their
eggs must be kept in water for the entire development period. This wouldn't be a problem except
forthe Krikthasi, who steal Multopos eggs forfood.
Each Multopos tribe has several canals to
keep the eggs alive between storms. Multopos
eggs and infants are cared for in these canals, and
several adults will watch the canals at all times.
The greatest fear for a Multopos is when astorm
floods the island, allowing the Krikthasi to launch
an attack. While some of the tribe members try to

32

bring the eggs and infants to safety, the warriors do


their best to fend off the Krikthasi.
The Multopos have had many positive dealings
with off-worlders and will be peaceful unless attacked first. They will approach curious visitors
and attempt to speak with them in a pidgin version
of Basic.

Trading with the Natives


The Multopos have quickly adapted to the
galaxy's technology. About the only off-world
goods Multopos care for are advanced weapons,
such as blasters. While generally not a warring
people, they understand the need for a good
defense.The traders were more than happy to
trade blasters for precious gemstones. Some
Multopos tribes with blasters have actively begun hunting down Krikthasi beneath the sea.

Krikthasi
The Krikthasi are large marine mollusks, with
long, flexible bodies. The Krikthasi have four small
but very well developed eyes, and two openings at
the forepart of their bodies. They have four tentacles immediately behind the eyes. One mouth is
used for eating, while the other intake forces water
into the Krikthasi's body. The water is forced
through a series of muscles, and expelled through
a group ofvents at the rear of the body, allowingthe

The Star Wars Planets Collection

.....sTAIP~====================================::..!!B~a~ra~l!:;o~u
-WARs
creature to propel itself at speeds of up to 40
kilometers per hour. The other end ofthe body also
has four tentacles, as well as several pairs of dorsal
fins (the exact number varies depending upon
ancestry).
The creatures are highly intelligent. Their
"natural" coloration ranges from black to brown,
but they have chromanins that allow them to
communicate bychanging color. Not only is color
important, but the iocation, speed, pattern and
fluctuation of color allows them to express very
complex concepts and emotions. Imperial biologists have yet to decipher their language, but
they believe that blue and shades of green represent aggression, yellow represents territory and
red or orange indicates a willingness to discuss
or negotiate.

I(rildhasi
Attribute Dice: 110+2

Attribute Minimum/Maximums:
DEXTERITY 1D+2/4D+1
KNOWLEDGE 1D/2D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/4D
STRENGTH 1D/4D+1
TECHNICAL OD/ID+2
Special Abilities:
Color Change: The Krikthasi can change their skin coloration, with precise control over color, location of change,
speed, pattern and fluctuation of color.
Swimming: At the time of character creation only, Krikthasi
receive 2D (or every ID placed in swimming.
WaterSensitive: Krikthasi take 5D damage for every minute
they are out of water.

Story Factors:
War-like: Krikthasi are aggressive and violent.
Move: 3/6 (walking). 12/15 (swimming)
Size: Up to 2.5 meters long

Krikthasi Society
The Krikthasi are an aggressive, violent and
territorial species. Their societyis veryfragmented,
with several large and powerful fiefdoms controlling the majority of the ocean. Each fiefdom, called
a junieuw, is ruled by an osi, normally the most
powerful warrior of the territory. The osl's family
controls portions of the territory, directing individual tribes. There are also many independent
tribes scattered around the oceans of Baralou.
Many times the osis will declare a war in an
attempt to capture new hunting territories (the
Krikthasi are carnivorous and rely upon schools
of fish for food). Border skirmishes are also very
common.

The ongoing war with the Multopos has helped


the Krikthasi develop their society into its structured and regimented state. Part of the war comes
from misunderstanding - the Krikthasi can in no
way understand that the Multopos could be intelligent - and partially from a bloodlust that is
seldom sated. They also consider multopos eggs
a delicious delicacy.

The Star Wars Planets Collection

The Krikthasi use the interlocked cartilage


skeletons of dead treppok for homes, providing a
very defensible residence. They carve coral and
the bones of dead creatures for spears and primitive tools.

The Undrarian Junieuw


With a territory covering thousands of square
kilometers and controlling nearly 20 individual
tribes, the Undrarian junieuw, under the control
of Osi Hass, is one of the most powerful Krikthasi
organizations on the planet. Other powerful
junieuws, such as the Reterri and Winsallu, have
tried repeatedly to dislodge Hass from his seat of
power.
Hass desperately wants to acquire the advanced weaponry used by the Multopos, but so
far has had little luck. His proximity to Aqualis
Base has allowed him to develop a cozy relation-

33

EB~a!!:ra~lo~U~====================================:::;~'TAA
WAUBARALOU DIAGRAM

Aqualis Base
Base

Weather Sensor

ArraY~

Command
Feeder

Chutes

The base has several banks of repulsorlift


engines to lift it above fast moving storm fronts
and tidal waves.
Since his arrival, Devvol has developed a good
relationship with the nearby Krikthasi tribes; he
has no reason to bother with the Multopos, and
is unconcerned regarding the two species' ongoing war. He also has no qualms about trading
weapons for information, gems or assistance,
although Rebel High Command would surely investigate his actions if it ever found out what was
happening.
An independent freighter, the Sontor Skipper,
has been contracted to pick up one load of algae
every 23 days (Captain Ross, owner of the Skipper, normally also trades several blasters for
gemstones before leaving the planet).

Magl'lkkan Temple
This Krikthasi temple is located at the base of
a large undersea mountain. It is controlled by the
Undrarian junieuw, and is used for ritual combats and important feasts. The base of the temple
is built from carved and flattened sheets of
treppok bone, with many sculptures of coral. The
floor is dyed many different colors.
The temple is constantly patrolled by at least
four warriors. Any visitors who approach the
temple will be attacked. The Krikthasi will fight to
the death to protect the temple. If a celebration
is underway, the warriors will fight amongst themselves for the right to attack the "invaders."

Adventure Idea

ship with Devvol, the chief administrator at the


plant, and Hass has graciously allowed the plant
to harvest within Undrian's territory in exchange
for information on advanced technology. So far
Devvol has given him a small number of weapons
(Hass has assured him that they would be used
only to repel grotseth attacks) and some help
with developing super strong materials from the
plants of the ocean.

Aqualis Base
Ostensibly, Aqualis Base (known as Aqualis
Baralou Algae Processing Plant #T-18) is owned
by the Aqualis Food Conglomerate. In reality, itis
an Alliance food production plant. It is managed
by Fez Devvol and has a staff of 30 fulltime
workers and over 100 droids. The workers harvest the algae with sealed aquapods, while the
droids are primarily responsible for maintenance.

34

The characters, in the role of free-traders,


arrive on Baralou as a major tidal wave strikes a
Multopos tribe. During the ensuing battle with
Krikthasi raiders, they are impressed by the valiant but ultimately losing efforts of the Multopos.
The Multopos offer to give their gems to the
traders if they will only rescue and return their
captured eggs.

Adventure Idea
The characters are sent to Aqualis Base for a
minor mission and are introduced to the Krikthasi
by Devvol. During the meeting, Devvol will supply
some weapons to the Krikthasi. Devvol will encourage the characters to make a brief stopover at a
nearby island -one with aMultopos tribe that has
been attacked by the Krikthasi. As the characters
learn more about the Krikthasi's sinister nature,
they may be inclined to get involved.
This situation places the characters In the
difficult situation of either encouraging needless
death on both sides of the conflict, or trying to
mediate what appears to be a hopeless situation.

The Star Wars Planets Col/ection

--STAAI~====================================~c~e;!l.::a!:ln::;o~n
_AU

Celanon
A World of Contrasts

Celanon
Type: Agricultural plains
Temperature: Temperate

Atmosphere: Type I (breathahle)


Hydrosphere: Moderate

Gravity: Standard
Terrain: Plains, forest. urban
Length of Day: 32 standard hours
Length of Year: 187 local days
Sapient Species: 81th, Duros, Humans, Nalron! (N)
Starport: 1 Imperial class

Population: 26 million (permanent), up to 40 million


additional transients
Planet Function: Homeworld, trade
Government: Trade guilds (CelanoD City), tribal (rural
areas)
Tech Level: Space
Major Exports: Foodstuffs, bulk trade goods
Major Imports: Luxury goods, bulk trade goods
System: Celanon
Star: Nairas (yellow)

Orbital Bodies:
Name
Planet Type
CelanoD

Moons

agricultural plains

World Summary
Celanon is an infamous commerce world and
the prime planet for the Celanon Spur trade
route. With the rise of the Emperor's New Order,
the underground economy has grown to scandalous proportions.
Celanon City is the only substantial cityon the
world, with a population of over 50 million (only
10 million are permanent residents, including
two million Nalroni).
The native Nalroni regulate all trade through
Celanon Spaceport and derive tremendous revenues from tariffs and bribes. TheNalroniaresome
of the most skilled negotiators and merchants in
the galaxy, and their merchants guilds and trading
consortiums are extremely wealthy and influential
throughout the sector. Just about anything can be
bought, soid, or stolen in Celanon City.
Outside of Celanon City, the world is dedicated to agriculture. The terrain consists of gentle
rolling plains and low hills. An extensive river
network feeds the lands of Celanon. Celanon
exports many different grains and vegetables.

The Stat Wars Planets Collection

Celanon has two prime businesses: trade (restricted to Ceianon City) and agriculture (to be
found everywhere eise). A generally temperate
world, the huge clan-run farms of the Nalroni cover
the continents, producing grains and vegetables
for export to hungry and wealthy planets throughout the sector. The world's dominant terrain is
rolling fields, with many sections of lush forest.
Most visitors only see the sprawling spaceport of Celanon City. It is the only true city on the
planet, standing tall in the middle of simple farms.

Celanon City
"Celanon City - if it's anywhere, it's there. "

As one of the most notorious trading cities in


the Outer Rim Territories, Celanon City is the one
place that everyone seems to be coming from or
going to. A free-trader is considered an amateur
until he has cut a deal in Celanon City. It is where
the smart learn how to survive, and the weak
discover it's time to start looking for a desk job.
Celanon City is a sprawling metropolitan complex covering nearly 200 square kilometers. The

System Datafile
Celanon system, star: Nalros, yellow star.
One planet in system (Celanon).
Celanon's only city, Ceianon City. is a
major trade center in the Outer Rim Territories. Celanon is an Imperial-allied world
ruled by the native species, the Nalroni.
Visitors to Celanon are restricted exclusivelyto Celanon City. Over 50 million people
live in Celanon City.
From Celanon Spaceport Central:

"Upon arriving in-system, ships must tune


to standard open communication frequency
J-33-679-HOO for landinginstructions and clearance. Patrol cruisers will direct arriving vessels. Newly arrived ships should prepare for
boarding and inspection upon docking."

35

__

WARS""""
r0;2~===================~'TA

~Ianon

city has extended the to property limits proscribed by the charter that established the city,
resulting in architects designing taller buildings
in order to meet demand for office, warehouse,
trading and retail space.
Over 50 million residents of every species
make the city a microcosm of the galaxy. lt is a
place where the very wealthy mix with the very
poor, and has a high transient population. Billions of metric tons of goods pass through
Celanon's sphere of influence every year.
The streets of the bustling city are crowded
around the clock. Like most other worlds, prime
business hours are during the day, but nightclubs, street traders and restaurants, located in
every corner of the city, keep the pace of life at a
fever pitch no matter what the hour.
The city is roughly circular and divided into
several distinct districts, including the spaceport, diplomatic section, spacers' section, transient residences, trade consortiums and guilds,
Imperial military facilities, market district, corporate zone, and governing zone. The Nalroni are
deeply concerned about the prospect of their
native culture being contaminated by outsiders,
so the outside of the city is ringed by a huge wall,
10 meters tall. Passage to the outside is granted
only to Nalroni or special guests under the direct
supervision of a Nalroni, and is allowed only
through specially designated gates.

36

Spaceport
The most prominent district of the city is the
spaceport region, where all of the small freighters,
bulk freighters, and shuttles are docked among
thousands ofbays. With the ever increasing level of
business over the years, the spaceport buildings
have been continuously rebuilt. Within theskeletal
frames of the spaceport buildings are cantinas,
spaceship repair and modification shops, small
cargo companies and other businesses dedicated
to the needs ofspacers. These businesses are more
expensive than in other sections of the city, but
they are also more convenient than travelling
around the city.
Since everyone who visits Celanon City must
arrive via the spaceport, this section of the city is
always a center of activity. fn addition to the
tralfic of legitimate traders and crewmembers,
petty criminals and smugglers comb the streets
and alleyways of the district. The spaceport has
all of the drawbacks of modern Imperial cities overcrowding, overpriced goods, and crime. Visitors will also see a large number of Nalroni traders, guild inspectors, and security officers, along
with regular Imperial patrols. While the Imperials are present only to keep order, the Nalroni
encountered in this section are ever watchful to
make sure that the trading guilds are awarded
their "fair percentage" for the business that is
transacted within city boundaries.

The Star Wars Planets Collection

-Sl'AP~===================================-c~el~a~n~o~n
_AU
Money Buys Security
Characters visiting Celanon will be treated to
the Nalroni way of life even before landing. Visitors
landing in the city are asked their preference of
facilities - "economy" or "trader" docking bays.
Anyone with any experience in the sector will know
enough to purchase trader bays.
A berth in an economy bay is 150 credits per
local day (pricey by most standards), with standard maintenance and restocking costing about
150 percent of the cost of other spaceports (base
fee is IS credits; see the costs listed on page 30 of
Galaxy Guide 6: Tramp Freighters for more information). Refeuling costs are in-line with other spaceport locations, but the costs of repairs and overhauls are up to five times as expensive as normal
(and highly variable, depending upon the model of
ship, the local availability of parts and what the
mechanic thinks of you).
The basic cost for a trader bay is 250 credits per
local day, but maintenance and restocking is available at the standard cost (base fee is only 10
credits). However, trader bays offer something
that the economy bays do not - security. Wealth
and status can buy anything in Celanon, including
the law, and it's well known that trader bays are
Celanon Spaceport Control has the unenviable job of making sure that the thousands of
ships in orbit and arrivi.ng in the city are properly
routed to avoid collisions and other incidents.
The huge building, nearly 140 stories tall, is constantly abuzz with activity. In addition to traffic
control, the planet's customs offices are also
based in the building.

Diplomatic Section
This section is dominated by modem buildings
ofeveryarchitectural style. Planetarygovernments
and large corporations have located their headquarters in this section of the city. It is within these
large buildings that billions of credits are traded
every day, as worlds seek a regular supplier of
droids, blasters, food, computer goods orrepulsor
vehicles, while other planets try to sell off their
goods at the highest price possible. This section is
big business at its most influential.
The sights and sounds of this section are
overwhelming - representatives of the corporations and planetary governments are always on
the go and always trying to be the first, the best,
and the most noticed. Fashion and attitude are
taken to nearly obnoxious extremes, and there
are constant social events for these young executives to show off themselves. Luxury airspeeders
are the rule, and everyone is dressed in the latest
styles from around the galaxy. Imperial troops
keep a Vigilant eye over these sections, always

The Star Wars Planets Collection

relatively free of unannounced contraband inspections.


Upon landing in a trader bay, the owner or
captain of the ship will be approached by an official
Nalroni Trade Representative whose prime purpose is to extort bribes, er, "convince traders of the
need to adequately prepare for the security hazards of a bustling trade city such as Celanon City."
In other words, for anywhere from 100 to 1,000
credits (for a small tramp freighter, with costs
rising proportionately for larger ships), the Trade
Representative can assure the characters that no
one will pay any attention to the "discrete actions
of businessmen such as yourselves." Fees are set
according to the number of visits the ship has
made to the world (the fewer the number of visits,
the higher the cost), whether or not the ship or
crew are known to traffic illegal goods (if yes, the
cost is much higher) and how much the Trade
Representative believes he can convince the captain to pay.
Characters with ties on Celanon will be able to
assure themselves freedom from spot inspections
and thefts, as well as be able to find reliable mechanics who will do good work for affordable prices.

willing to interfere on behalf of "important people"


should disputes arise. The street-level businesses
are a conglomeration of shops, restaurants, clothing stores, luxury good shops and service industries geared directly for the well-to-do.
Characters will probably stand out in this section since few of them have the wealth to blend into
the crowd and open displays of weaponry are
considered rather rude. They are likely to be harassed byImperial troops orNalroni securityforces.

Spacers' Section
The spacers' section is much like the spaceport section, but it is less expensive and a good
deal more dangerous. The open air markets fill
every street and alleyway, offering goods of questionable origin, from blasters to used starships.
Other common businesses are small trade companies - they are contacted by other companies
that need a cargo, no questions as to exactly
what please, taken somewhere else, and soon.
The trade company then finds a tramp freighter
or bulk freighter to make sure that the cargo
arrives safe and on-time, taking a healthy commission for their efforts.
Many companies are run or owned by the
Nalroni, so deals are seldom generous or entirely
upfront. Characters take their chances when securing cargos, but the money is there for those
who know how to work the companies and the
streets.

37

~c~e:!:la~n2:o~n~==================================:;STAR
_
WARS""""
Imperial Military
Facilities
This is the most restricted section of the
entire city. Within the
confines of the fivemeter tall walls, space.1 port facilities, troop bar'I
racks, ammo dumps,
armories and adminis~mA:.~ trative buildings keep
GovernorSykarandthe
Empire firmiy in control
of the city (or so the
Nalroni would have the
Empire believe). Five
full army battlegroups
are stationed within the
city at all times.

People looking for off-world transport, again,


no questions asked, are known to frequent this
section. Bounty hunters and hired guns are also
common, and there are always strong backs
willing to trade a few weeks labor for passage to
other worlds.

Transient Residences
Celanon City has one of the most fluid populations in the galaxy, and all of those traders need
someplace to rest their weary bones. Covering a
good chunk of the eastern section of the city,
these neighborhoods tend to be overcrowded
and expensive. While they aren't dangerous in
terms of street crime, they are excellent places to
"disappear" from sight for a little while. As a
consequence, criminals fleeing the law, Imperial
draft dodgers, disgruntled corporate types and
others with something to hide tend to end up in
these neighborhoods.

Trade Consortiums and Guilds


The trade guilds of Celanon are where the true
wealth and authority of the planet are to be
found. No deals are accepted, no contracts honored, and no laws enforced or evaded, without a
guild's approval. This is one of the few sections
where the native Nalroni outnumber the aliens.
The trade guild buildings are sprawling, ornate
complexes. Everything is garishly decorated with
sculptures, holo-art, and treasures of every description. Luxury airspeeders are everywhere, and
richly dressed Nalroni merchants, with assistants
to attend to every desire, are constantly on the go.
Characters will seldom visit this section of the
city unless under the guardianship of a corporate
executive or asked to undertake a mission by the
Nalroni (a rare privilege indeed).

38

.=.

Market District

An area dedicated to the small trader and


merchant, the market district is where small
quantities of goods are sold to speculators and
consumers. The goods can then be taken on to
other worlds and sold at a profit. This section of
the city is appropriate for finding illegally modified weapons, cargos of illegal spices, inexpensive droid replacement parts, vehicles and much
more. Like the spacers' section, shady and dangerous people cluster in this section looking for
profit, no matter how it is made. Undercover
fmperial agents are known to frequent this section of the city, but Alliance cells are also common in this sector.

Corporate Zone
While the deals are cut in the diplomatic section, the rank and file workers of the corporations are to be found in this section of the city.
The routing of goods is handled by the corporate
offices in this sector, as are corporate intelligence networks. Smaller corporations have their
headquarters in this section of the city since they
can't afford the diplomatic sector. The area is
relatively safe, with a moderate Imperial presence. Nalroni will be observing and directing
trade everywhere, but it is an excellent section in
which to find long-term freight contracts.

Governing Zone
Even the trade guilds need a bureaucracy to
enforce their dictates. The governing zone is
where all of the petty bureaucrats cluster, and
where characters in trouble go to try and get out
of trouble.
Of course, the Nalroni character lends itself to
corruption and bribery. Individuals who have
been particularly offensive are reported to some

The Star Wars Planets Collection

.....ITAlip~==================================~C;;e:!:la~n~o~n
_AU
CELANON DIAGRAM

Celanon City

L-

...... c

institution in this section, and the unfortunate


victim has no choice but to watch the bureaucracy grind away until his name has been cleared.

The Gates
The Nalroni carefully regulate the passage of
individuals within sectors of the city. The gates
are where identification cards are checked, and
are also an added source of revenue, since each
individual must pay a set fee of two credits each
time they pass through a gate. The Nalroni don't
allow visitors to leave the city and venture to the
countryside. Passage to the farms is only through
the gates on the outer boundaries of the city.

An Agricultural World
The beautiful rolling plains and forests of
Celanon are seldom seen by off-worlders, yet
from this land comes grain, vegetables and meat
to feed planets throughout the sector.
There are six main continents (Cekbar, Arradi,
Holvi, Runnor, Jelldar and Desetur), providing
ample living space and a wide range of climates

The Star Wars Planets Collection

(indicated on the planetary map). Weather and


temperature on the world is seasonably varied,
with fierce storms ocurring during seasonal
changes. As the world has become more developed and the amount of available forestland has
shrunk, many animal populations have dwindled.

Orbital Fleets
The upper atmosphere and low orbit of Celanon
is one of the busiest trading areas in the sector.
All manner of bulk transports and container vessels constantly circle the world, while representatives from the ship's company try to make a
profitable deal. All of this takes place under the
watchful eye of the Imperial Navy and the Nalroni
planetary patrol. Due to the inordinate amount of
traffic around the world, visitors often have to
wait several hours before they can be cleared for
a flight path to the world.

A Dangerous Doublecross
Just as the Nalroni way of life has always been
to keep every option open, so the Nalroni are

39

(C~e:!:la~n~02!ln,-=====================================:;:;'TAR.
WARS""""
Nalroni

playing a dangerous game in playing the Alliance


off the Empire. The Empire believes it has the
firm loyalty of the Nalroni, but this proud people
actually encourages the presence of Alliance
spies, if only to divert Imperial interest from the
huge amount of money the Nalroni are acquiring
from their bribes and tariffs. The Alliance regards the Nalroni as useful, but knows that they
are not to be trusted. It is not an over-exaggeration to say that virtually everyone in the city of
Celanon is a spy (the Nalroni call this doubledealing "being in the hunt"). While the Nalroni do
hand the occasional Rebel smuggling ship or spy
over to the Imperials (always making sure the
blame is squarelyplaced on someone else's shoulders), it is in their best interest to keep such
unpleasantness to a minimum. The Nalroni aren't
sure which side will ultimately win the war, and
aren't willing to risk being wrong.

Nalroni

graceful in motion. These clever aliens have


turned their predatory instincts towards the art
of trading and negotiation ("I'm not like the other
Nalroni. My side is your side. Trust me."). They
have an almost instinctive understanding of the
psychology and behavior of other species, and
are able to use this to great advantage no matter
what the situation.
The merchant guilds wield tremendous influence over Nalroni society, and control the planetary government and strictly regulate the number of Nalroni youngsters who are allowed to
become merchants. There is a clear distinction
between the urban residents of Celanon City
(who call themselves Celanites) and the rural
Nalroni who live in large clans and tribes.
Almost all of the Celanites are merchants. A
Celanite trader wears the richest robes and clothing he can alford. In their society, one's dress is
the most important symbol of status and station.
Celanites are dedicated to making a large profit
and increasing their status within their respective trading guild. Family and tribal ties are effectively severed when a youth enters a trading
guild.
While the Celanites have firm control of the
planet, they also distribute the wealth among the
tribes. This insures their continued popularity,
and while many rural Nalroni complain about the
excesses of the Celanites, they are appreciative
of the conveniences that their wealth has brought.
The vast majority of Nalroni work on the farms
of Celanon. Mechanization and droid labor has
made farming an easy occupation.
Native Nalroni architecture is based on wood,
clay, and grass, with natural clay pottery and
earthenware for dining. With the arrival of the
Empire and the new technology, the Nalroni now
prefer to live in prefabricated housing units supplied by Imperial merchants, which they then
modify and decorate in the old ways.

Nalroni
Attribute Dice: 120
Attribute MinimumjMaximums:
DEXTERITY lDj3D+2
KNOWLEDGE lD+2j4D+2
MECHANICAL lDj4D
PERCEPTION 2Dj4D+2
STRENGTH lD+2j4D
TECHNICAL lDj3D+2
Move: 9j12

Size: 1.5-1.8 meters tall

The Nalroni are golden-furred humanoids with


long, tapered snouts and extremely sharp teeth.
They have slender builds, and are elegant and

40

The Star Wars Planets Collection

_RS
Essowyn
::'1!,
.~B:========================.!~~
.

Essowyn
Essowyn

System Datafile
Saurton system, star: Saurton, yellow
star. One planet, Essowyn, in "second orbit," with two thick asteroid belts in "first"
and "third" orbits.

Type: Cratered plains terrestrial

Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terraln: Cratered plains, cratered low hills

Length of Day: 39 standard hours

From Plait Okeefe, freelance smuggler:

Length of Year: 401 local days

SapientSpecles: Humans, Saurton (N), Sullustans. Verpine


StarpOrl: 1 standard class
Population: 80 million
Planet Function: Homeworld, mining
Government: Elitist council

Tech Level: Feudal


Major Exports: Metals, minerals, foodstuffs
Major" Imports: Foodstuffs, high technology, medicinal

goods, spices, herbs


System: Saurtan

Star: Saurtan (yellow)


Orbital Bodies:
Name
Planet Type
Kanawyn Belt
Essowyn
Greawyn Belt

asteroid belt
cratered plains terrestrial
asteroid belt

Moons

World Summary
The Saurton system is remarkable for its twin
asteroid belts, rich with minerals and metals, and
its lone world, Essowyn.
Several large mining corporations have facilities located in and near the asteroid belts. The
companies are very protective of their claims,
and unauthorized travel into the belts is strongly
discouraged, although many free-traders visit
the mining installations to sell their wares to the
miners and their families.
Sandwiched between these two belts is
Essowyn, a valuable but battered world that is
home to the Saurton, a sturdy species of hunters
and miners. The world has become a base of
operations for many mining companies, exporting metals and minerals to manufacturing systems throughout the Trax sector. The world is
constantly pelted by the debris of the asteroid
belts. The civilization is entirely subterranean.
The surface is a combination of plains, mountains and meteorite-<:reated craters. Roaming these

The Stat Wars Planets Collection

"Going to Essowyn? Good luck! Essowyn is


a revolution waiting to happen. TheSaurtons
are hardly a homogeneous group, and with
the Empire and the mining megacorps jumping into the middle of the fray, tempers are
high. This place is going to be a hot spot
sooner or later ... and you won't want to be
anywhere nearby when the shooting starts.
Besides, all the cities are underground because of continuous asteroid strikes and filthy, disease-ridden places to boot. In
short, just don't go there."
plains are huge herds of hoska, great herbivores
that are an important source of food on this world.

The System
The Saurton system has two asteroid belts
one inside and one outside of the orbit of its onl;
planet-sized body, Essowyn.
The asteroid belts are rich in ferrous metals,
but the system is so far from the major trade
routes that only six of the major mining
consortiums can afford the cost of operations in
the system. Because the companies are fierce
competitors, the Empire keeps a close watch
over all activities in this system, but allows the
companies to vigorously protect their claims:
virtually any ship that enters a claimed portion of
the asteroid belts will find itself facing a great
deal of hostile weaponry.
Each company has at least one space station,
and normally several smaller bases on individual
asteroids. Container ships visit the system on a
regular basis, and several free-traders have been
granted permits to sell consumer goods and

41

EE~SS!:O~WY~:l;n!.:====================================;:;'TAll
WAar-

other personal wares to company employees.


The companies and the Empire have agreed to
restrict system access to those with sales permits, so Essowyn is visited only by free-traders
who have extra goods for sale.
Essowyn has also been a site for new settlements as the mining companies have developed
their interests below the scarred surface of the
world. The native Saurton have benefitted from
the investment of so many offworlders, and despite the grim nature of the work (and the society
as a whole), it is a bustling world with great
economic wealth.

Essowyn
Essowyn's many islands and continents are
covered with mountains and grasslands. Some
forest areas can be found in the mountain areas,
but the constant grazing of the hoska herds
prevents any but the most meager tree and bush
growth on the plains. The world's entire surface
is pockmarked with craters from the many meteorites which constantly pelt the planet. Despite a
pleasant climate and ample water, the barrage of
debris makes the surface almost uninhabitable,
requiring all permanent structures to be underground.
Essowyn's atmosphere is turbulent, due in
large part to the temperature fluctuations caused
by the world's slightly erratic orbit. The four
orbiting moons (really little more than captured
asteroids) influence the oceanic tides, creating

42

an environment prone to violent storms. These


storms rage across the mountains and plains,
spooking hoska herds into stampeding. Most of
the storms form in the warmer equatorial zones
and careen wildly across the planet, meandering
towards the polar regions of the world, where
they dissipate.

Saurton Cities
The underground Saurton cities are dangerous, overcrowded and a health hazard to all but
the Saurton. Most cities were established thousands of years ago, and grew out of deep warrens
that had existed for many more centuries before
then. Huge, multi-layered tunnels are hollowed
out of the ground, with massive support beams.
Individual rooms and groups of rooms are also
hollowed out of the ground. Massive air ducts
and water shalts bring fresh air and moisture
down into the cities, and each city has a series of
connecting tunnels the reach to the surface.
Most of the cities are a minimum of 100 meters
deep, and are far enough from the surface to
sustain only minimal damage from meteorite
impacts. With the advent of starship travel, many
cities have constructed expansion shafts large
enough to accommodate freighters and shuttles,
although the majority of visiting ships head to
the corporate complexes.
These cities are breeding grounds for many
dangerous strains of bacteria because of the
squalor and filth that the Saurton are willing to
live in. While the bacteria present no threat to the

The Star Wars Planets Collection

~t;~"~====================================:.,!;E~S~S02:WY~2:!n
Saurton, Humans and aliens must be extremely
careful in these cities lest they contract a contagious disease (most corporate complexes have
decontamination booths which everyone must
enter when they return to the complex).
Visitors to the cities will feel the tension of the
imminent political showdown the Saurton people
are headed toward. Traders do everything in
their power to avoid travelling to the cities, instead preferring to deal with Saurton only at
mining facilities.

War on the Horizon


Because of the high population density and the
warlike tendencies of the Saurton, there has arisen
a seemingly irreconcilable conflict between two
groups of people: the Quenno (back-to-tradition)
and the Des'mar (forward-looking). The planet is
on the brink of civil war.
The Quenno have long sought to return
Essowyn to the Saurton, and forcibly remove the
mining corporations. Since most of the wealth
earned for Essowyn is given only to the Council of
Elders and not spread to the average citizen, the
high poverty level has bred distrust and resentment. Many hunters and craftsmen belong to the
Quenno movement and various splinter groups.
The Des 'mar are a minority, but they also have
the influence of wealth and the full backing of the
mining companies. They believe that Essowyn
must remain as it is, with the mining companies
and continued trade with the rest of the galaxy.
Supporters of this movement believe that the
people who want to return to the traditional
ways are lazy and stupid and should be squashed
like grasses under a meteorite. Most mining executives and Council of Elders members are part
of this group.
There are several smaller groups with more
moderate views, but they are also hungry for
power. Mixed into this conflict is traditional nationalism - many people of the once free nations, even centuries after being conquered, believe that the ruling government is too weak to
stop a revolution.
All of these factors make the cities very tense
places. With so many factions gaining power, and
with the tendency of the Saurton to fight over
anything, many skirmishes have broken out over
the past few years. These skirmishes have even
spilled over into the mines, such as the Kussoh
Incident, in which a manager called a miner a
"lazy coward." The ensuing battle resulted in 15
deaths before the company's security forces
could intervene.
Many of the groups are secretly acquiring
blasters, explosives and other weapons, and most
people believe that warfare will occur within the
next year. The mining companies are desper-

The Star Wars Planets Collection

ately trying to squash the Quenno-sympathetic


groups, but they have had little success. The
companies have an open bounty on anyone
caught supplying weapons to Quennos.

Government and History


When Messert Mines Corporation first
stumbled onto the world, the Saurton were organized into several large and constantly warring
nations. The company approached the largest
nation, Tresycht, and purchased the rights to
begin mining in the Thergum Pits. Knowing full
well that the area was in dispute with another
nation, Messert moved in its equipment and several squads of security forces. With the help of
Tresycht warriors, the other nation, Yiszte, was
subjugated within a few weeks. Soon, all of the
other nations fell under the control of Tresycht,
as the nation was armed with modern weaponry
and given complete training in combat tactics.
Within four years the entire planet was under the
control of the Tresycht High Priest, Gellack.
As Gellack tried to establish a government
sophisticated enough to control an uncooperative people, he started empowering high priests
of the defeated tribes. After several centuries;
this simple system has evolved into a form of
government that has been able to hold power
despite repeated coup attempts. Now, Gellack's
ancestors and the ancestors of the other high
priests sit on the Council of Elders. The council is
responsible for choosing the 35 Saurton citizens
(normally wealthy traders or mining executives)
who form the trashur, or government. The trashur
is empowered until a majority of the members
die (vacated seats are left unfilled until a new
trashur is chosen). This had made for a very
inflexible, unresponsive and despotic form of
government, which despite its disadvantages,
has been able to prevent full-scale warfare
amongst the Saurton. However, it has encouraged the development of highly fragmented and
often violent factions. The current government is
in great peril because the world is teetering on
the brink of civil war, yet because of the conflicts
within the Council itself, nothing is being done to
prevent violence.
The dictates of the Council of Elders are carried out by the Protectors, a combination judge/
policeman/soldier. They are given absolute authority over law enforcement and punishment
within given cities, and they are generally aggressive bullies.

Mining Companies
Mining companies establishing operations on
Essowyn are granted charters for aset number of
years and are given absolute authority over a

43

EE~5~50~wy~:!:n!.:====================================;'TAA...
WAIU""""

The Surface Herds


Hoska

particular territory, called a Corporate Complex.


In return for absolute autonomy, the Council of
Elders receives a large percentage of the profit.
The mines produce large quantities of
quadrillium and other metals used in starships,
vehicles and heavy equipment.
Within the Corporate Complexes, Saurton are
allowed to use traditional law and custom (such
as beating their fellow Saurton who are lazy),
although they must respect company laws when
dealing with other species.
The corporations provide complete quarters
and facilities for the miners so that they never
have to venture into Saurton cities (although
many do for the express purpose of causing
trouble with the locals). fndependent traders can
secure permits to bring goods into the complexes.
Many of the operations are run by Saurton
who have worked their way up the corporate
ladder. This has been most beneficial for the
companies since few Saurton will take orders
from another species. The Saurton find the other
species, particularly the Sullustans, to be weakwilled and lacking motivation.
The mines are dangerous, and quite cramped,
with little ventilation and light. Droids do much
of the heavy lifting. Boring many thousands of
meters into the crust of the planet, cave-ins are
common even with the advanced technology
employed, and it is not unusual for a whole shaft
to cave-in. The pay, however, is excellent so
there is never a lack of workers.

44

Hoska are immense herd creatures that seem


content to mindlessly graze the plains of Essowyn.
They gather in herds numbering in the thousands, and when spooked can trample anything
that is in their path.
They are huge, hoofed quadrapeds standing
nearly three meters at the shoulder and capable
of running at speeds of up to 15 kilometers per
hour. They are predominantly black, but combinations of brown, tan, yellow, pale red and even
white can be found among the hoska population.
Each of these huge creatures has a set sharp
horns which are used to spear anything that gets
in their way.
The hoskaherds migrate and stampede across
the plains, eating and trampling everything in
their path. Few other life-forms have been able to
survive in this environment, aside from the
Saurton, terecons and a few small, burrowing
herbivores.
These animals aren't very intelligent, and will
not avoid hazards or dangers, so even if several
dozen members of aherd are killed, the survivors
will mindlessly continue on. They are also easily
frightened. As soon as one creature has been
spooked and begins running away, the rest of the
herd follows, creating an unstoppable force that
sweeps across the plains. Lightning, meteorite
impacts, the scent of terecons or a blaster shot
are all sufficient to stampede a herd. Hoska are a
prime food source for the Saurton.
Hoska
Type: Large grazing herd beast
DEXTERITY 3D
PERCEPTION 10
STRENGTH 3D

Special Abilities:
Horns: STR+ 10 damage
Trample Attack: STR+ ID+2 damage
Move: 5
Size: Up to 2.7 meters tall at the shoulder
Scale: Creature
Orneriness: 40

Terecon
The natural enemy of the hoska are the reptilian terecons. These large animals have short,
powerful legs. Standing barely a meter tall, these
four limbed creatures are found in groups of a
least a dozen and can strike out at a hoska herd
with amazing swiftness. They are burrowers and
bury themselves in the ground while lying in wait
for a hoska herd to pass by (they can wait for
months between meals). Watching a group of
terecons leap from the ground with no warning is
an amazing, if horrifying, sight. The mere scent of
a terecon can cause entire hoska herds to stampede, a fact which Saurton hunters use to great

The Star Wars Planets Collection

ssowy"
;::.I!.RD====================:.~~~
..
..RS

advantage. Terecons will seldom allackHumans,


Saurton or other species unless they happen to
be caught in the middle of an attack on a herd of
hoska.
Terecon

Saurton

Type: Hunting reptile

DEXTERITY 3D+2
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Armor: +3D to Strengtll (physical and energy)
Bite: STR+SD damage
Move: 22
Size: I meter tall, up to 8 meters long

Scale: Creature

Sa urton
The Saurton are thin, golden-skinned, bipedal
reptiles. Tall, strong and quick, they possess great
stamina and a fierce hunting instinct. They are
warm-blooded, and can survive in cool weather,
but also lay eggs. They are aggressive and combative, and generally not well-liked by other species.
The Saurtons' advanced immune system allows
them to avoid the diseases and infections that
plague other species. Because of this, the Saurton
can reside in unsanitary conditions with no adverse affects, and they are often carriers of diseases.
Due to the continual meteorite impacts upon
the surface of the world, these people have developed an entirely subterranean culture. With the
abundance of metals, they also developed advanced technology. They had developed radiowave transmission devices, projectile weapons
and advanced manufacturing machinery before
their discovery by a mining expedition several
centuries ago.
Saurton society revolves around immediate family. Children are given a general education from
birth until their 12th year, at which time they
choose a career and begin intensive training at one
of the career academies (unless they choose to
become a hunter, at which time they are chosen by
a hunting company and receive training in the
field). Saurton normally choose their mates from
within the same occupation, and normally raise
anywhere from eight to a dozen children.
The most prestigious career is that of mining
executive because that is the job responsible for
. producing the most wealth for the planet. These
executives receive excessively large salaries and
have no lack of luxury goods. The only way to
become an executive is to start as acommon miner

and work one's way up. Other common careers

include hunters (a moderate-prestige job), educators (a low-prestige job), craftsmen (a low-prestige


job) and traders (a high-prestige job). The Council
of Elders strictly regulates the number of openings
in each career field to insure that there are always
enough workers in a given job.

The Star Wars Planets Collection

Saurton society has no tolerance of failure.


Workers are expected to work hard and be responsible. Workers who fail at their jobs are
often beaten and sometimes killed by their coworkers and managers. Because Saurton society
is so strictly regulated, many fields offer little
opportunity for advancement, resulting in even
more aggression on the part of the average citizen (Saurton cities are notoriously violent and
dangerous).
Saurton
Attribute Dice: 120
Attribute Minimum/Maximums:
DEXTERITY ID+2j4D
KNOWLEDGE IDj4D
MECHANICAL IDj2D+2
PERCEPTION 2Dj4D
STRENGTH ID+2j4D
TECHNICAL IDj3D+2
Special Abilities:
Disease Resistance: Saurtan are highly resistant to most
known forms of disease (double their stamina skill when

rolling to resist disease), yet are dangerous carriers of


many diseases.
Story Factors:
Aggressive:TheSaurtonareknown to be aggressive, pushy
and eager to fight. They are not well liked by most other
species.
Move: 6/10
Size: 1.75-1.9 meters tall

45

WAIU""""
~E~S~s02wy~~n!.:====================================~'TAll

The Black Butcher

---~I---------------

Craft: Modified Nova-drive #3Z Light


Freighter

Type: Modifier light freighter


Scale: Starfighter
Length: 28 meters

Dual Laser
Cannons

Sensor Array
Dish

Skill: Space transports: 3-Z freighters


Crew: I, gunners: 2
Crew Skill: See Vln Feal
Passengen: 10
Cargo Capacity: 150 metric tons
Conaumables: 1 month
Co: 48,500

Cargo Access
Hatch

Hyperdrlve MuJUpUer: x2
Hyperdrlve Backup: xiS

Nav Computer: Yes


Maneuverablllty: 10
Space: 4
Abnoaphere: 280; 800 kmh

Hyperdrive
Engines

Hull: 5D
Shields: 10+2
Sensors:
Passive: 20/00
Scan:30/lD
Search: 40/10+2

Focus:2/2D

Quadex
Power Core

Weapons:
Dual Laser Cannons (fire-linked)
Fire Arc: Front, right, back
Crew: 1
Skill: Starshlp gunnery

Fire Control: 20
Space Range: 1-3/6/10
Atmosphere Range: IOo-30G/600/1
Damage: 60

Escape

Pod
km

Sublight Drive
Engines

Laser Cannon
Fire Arc: Front, left, back
Crew: I (can be remotely controlled
Irom cockpit at fire control OD)

.....

Skill: Starshlp gunnery


Fire Control: 10
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D

Cockpit

Adventure Idea
The characters are hired to bring a cargo of
blasters to a Corporate Complex, with the understanding that they are for security forces. Upon
arrival, they learn that their employer is actually
a Quenno organization that is planning to take
over a nearby city. Since the transfer is within a
Corporate Complex, the characters must try to
disguise the nature of the cargo or else they will
be gunned down for arms smuggling. They then
have a moral dilemma to solve for themselves:
Do they want to get involved in the revolution?
Should they try and reclaim the weapons so that
they will not have to worry about having a bounty
placed on their heads? Can they escape the Complex without being discovered? Will one of the
Oes'Mar groups discover what has happened
and attempt to hunt down the characters themselves, or try to attack the Quenno first?

Adventure Idea
A Saurton hunter approaches the characters
with a proposition. He would like the Rebels to stop
a bunch of traders that have driven the hoska
herds away from the city. If they can subdue the
traders, he promises that he will be able to sway his

46

_ - - - - Single Laser
Cannon

..J~

c;

hunting companyto join theAlliance's cause, which


would help the Alliance acquire new weapons, and
raw materials for starships (the company could
buy the materials for the Rebellion and then discreetly ship it to a manufacturing world).
The following ship, The Black Butcher, can be
used as the home base of the troublesome trader.
The captain/owner of the ship, Yin Feal, can be
used as a continuing villain, especially if the
characters are in a tramp freighter campaign,
Feal is a thin Human with close cropped red
hair and sidelocks. He wears a bright red matching blast vest and cloak.
Yin Feal. Dexterity 2D+2, blaster 4D+2, blaster
artillery SD, dodge 4D, melee combat 3D+2, melee
parry 3D+ 1, Knowledge 1D+2, alien species 2D,
cultures 2D+1, languages 2D, planetary systems
2D+2, Mechanical3D, astrogation 4D+2, repulsorlift
operation SD, space transports 6D+2, starship gunnery 6D, starship shields 4D, Perception 2D, con
4D, Strength 2D+1, Technical 2D+2, repulsorlifl
repair3D+1, space transports repair4D. Move: 10.

Character Points: 4. Heavy blaster pistol (50),


blaster rifle (50), protective helmet (STR+ 10
physical, STR+ 1 energy), vibro-axe (STR+20),
cloak,

The Star Wars Planets Collection

_APi
Garnlb
.....ITA~p===================.;~

Garnib
Garnib

System Datafile

Type: Glacier covered terrestrial


Temperature: Cool

Garnib system, star: Garnib, blue star.


Four planets. Innermost planet, Garnib, is
terrestrial.

Atmoaphere: Type I (breathable)

Hydrosphere: Saturated
Gravity: Standard
Terrain: Frigid oceans, glaciers, Islands
Length of Day: 35 standard hours
Length of Year: 432 local days
sapient Species: Ballnaka (N), Humans. Kubaz, Vernols
Starport: 1 limited services

PopulaUon: 100 million


Planet FuncUon: Homeworld. Garnlb crystal production

Government: Gee corporate-controlled

Tech Level: Space


Major Exports: Garnlb Crystals. fish
Major Imports: Low tech, mid tech, high tech, metals,
minerals

System: Garnlb
Star: Garnlb (blue)
Orbital Bodl..:
Name
Planet Type
Garnlb
glacier covered terrestrial
Hultomo
Ice world
Mastala
frigid rock planet
Coomputu
frigid rock planet

Moons

o
2
o
1

. World Summary
The ice world of Garnib, home of the Balinaka
specles, is the onlysource ofthe addictive "Garnib
crystals," known throughout the galaxy for their
indescribable beauty. The world itself is very
cold (by Human standards), with several continents covered by glaciers dozens of meters thick.
The Ballnaka have carved entire underground
cities, called sewfes, with their settlements having a strange mixture of simple tools, ice sculptures and modern devices.
The world is also home to the wallarand, a
festival lastlng for 50 local days in the height of
the "warm" summer season. Thewallarand is the
ultimate expression of the artistic, carefree spirit
of the Ballnaka people, who lind art and joy in the
constant struggle against nature.
The gregarious spirit of the Balinaka calls to the
hearts of artists across the galaxy, and thousands
have emigrated to the frigid world. Within the
caves of ice, the artists find inspiration in the

The Star Wars Planets Collection

From the Imperial Ministry of Tourism:

Garnib is the homeworld of the Balinaka


people, as well as the only source of the
famous Garnib crystals, famous for their
mesmerizing (and almost addictive) beauty.
Though technically an ice world, plentiful
hot springs keep inhabited zones relatively
comfortable. The planet is owned by Garnib
Crystal Creations (GCC), a resident-controlled corporation. Aside from the stunning beauty of the landscapes, Garnib is
famous for the wallarand, an annual weeklong celebration for all residents of the
world (tourists are welcome too!).
sculptures and nature itself, while they find a hard,
but rewarding living manning the fishing fleets of
the world or working in the Garnib crystal plants.

System Summary
Garnib is the only life sustaining planet of the
four bodies orbiting the blue star of the same
name. Hultomo, Mastala, and Coomputu are all
dead, frozen hunks of rock and water. The distant
orbits of all of the worlds keep them in a near
perpetual state of twilight.
Were it not for the ingenuity of the Ballnaka,
Garnib would be an ignored and valueless world.
However, the Balinakan love for sculpting ice and
a chance discovery by Balinaka artists resulted
in the fantastic and mesmerizing Garnib crystals.
The planet is owned and run by Galactic Crystal
Creations (GCC), an employee-owned corporation, so while it is a "corporate world," it is also a
world where the people have absolute say over
how the company, and thus their civilization, is
managed.

47

(G~a!.!:r.!ln!!ib~==================================:::::;:;rrAR...
WARS""""

Over the decades, the crystals have enraptured (some say addicted) millions, with some
people owning collections numbering in the thousands. The fame of the crystals and the Balinaka
reputation as lovers of art helped make the world
an attractive community for artists from allover
the galaxy. Many artists arrive with only the
clothes on their backs (hardly sufficient for the
numbing cold of the glacier winds). Invariably a
Balinaka family takes the artist into their home,
providing heat, food and support, at least until
they establish their own lives. Many of the most
respected artists of the galaxy lived on Garnib at
one time or another.

Garnib Crystals
Gamib crystals are the end result of a complex
manufacturing process that deftly mixes art with
science. The Balinakahave excellentvision and are
able to see in a much wider spectrum than Humans. Their tradition of making personalized ice
sculptures dates back thousands of years, and
ever since the first sculpture was carved by the
claws of these amphibious mammals, they were
judged on the basis of sheer physical beauty and
how the sculptures refracted light (of course, most
Humans cannot see the slight light refraction variations that to the Balinaka make the difference
between a crude sculpture and a true work of art).
The great sculptor Vornest Dep-thesel
Digarsarg first incorporated colored pumice and
small fragments of gemstones in one of his sculp-

48

tures, creating a sculpture he called "Crystal of


the Stars." When he completed the sculpture and
first brought it into the sunlight, he was amazed
at the beauty of the light as it filtered through the
gems and glass, and found it impossible to turn
his eyes away from the remarkable light. One of
his trader friends, a human named Abram Zavict,
happened upon the scene and also felt the hypnotic effects of the sculpture. He immediately
realized that similar sculptures could be sold on
other planets for amazing profits, and such was
the birth of Galactic Crystal Creations.
The crystal creation process has several steps,
all of them requiring the meticulous attention of
several skilled artisans. The crystals aren't mass
produced, but instead are individualized works
of art.
A Balinaka sculptor begins the process by
carving the sculpture from a block of ice. The
gemmaster polishes, smooths and carves intricate designs in the gems and glass, while the
sculptor uses sonic smoothers to put the finishing touches on the sculpture.
The ice and gems are brought to one of the great
crystal mills, where a thread master weaves fragments ofthe gems and glass into a molecularstring,
that is then sewn into the interior of the crystal.
Simultaneously the sculptor and gemmaster set
the full-sized gems directly into the crystal.
After several hours of labor, the inlaid crystal is
placed in a sonic bath while the team of artisans
inspects itforits artistic value and beauty. The final

The Star Wars Planets Collection

.....sTAIlijR~===================================lG~a:.::r~n~ib
-WARS

Crystal Addiction
While Garnib crystals are beautiful and
captivating, they represent an "addictive
threat" to some. When placed in sunlight,
the crystals seem to pulse with a pure white
light. Beams of light, brilliant and constantly
fluctuating in color, will periodically shoot
from the crystal.
A very small number of people seem to
become addicted to these crystals upon first
viewing, and from that point on insist on
purchasing as manydifferentcrystalsas they
can. It is theorized that they are merely overstimulated by the ocular effects of the crystals and develop a psychological need to
have more and different experiences. Due to
product is sold to GCC, which in turn sells the
crystals to tramp freighters and companies (at a
tremendous markup) for distribution around the
galaxy.

The Crystal Factories


The crystal factories of GCC are small, graceful
buildings designed by the greatest Balinakasculptors. A mixture of sharp angles, graceful sweeping curves and fluid motorized sculptures, they
are truly an unusual sight. Each factory is modular, so that rooms and entire sections can be
removed and replaced (this is done so that the
artists, gemmasters and thread masters can make
for themselves the most comfortable and appealing work space possible). Within each factory are
a series of rooms called crystal mills, which
house the sonic baths for the final shaping of the
crystals.
The interior of each room, from crystal mill, to
the working studios, to the packaging rooms, to
executive offices, are decorated and designed by
the user, making each room unique in character.
The factories are positioned near active volcanoes or fissures in the ocean floor. The factory
turbines utilize geothermal energy, providing
power to every room. All excess energy is freely
given to nearby Balinaka communities (in fact,
most communities, called sewfes, receive their
power from the factory turbines).

A Beautiful World
The stark landscape of Garnib is beautiful in
its stark brutality. Great glaciers form huge artificial islands and deep valleys, as their bulk grinds
and reforms the land below. A great sea of solid
white creates a constant blinding glare, with the
ice only ended by the vast oceans and the rare
volcanic islands.
Few creatures make their homes on the sur-

The Star Wars Planets Collection

the extremely high cost of these crystals,


these addictions are normally quite self-<!estructive.
The reaction is disturbing enough that
several planets have banned the crystals,
making them a valuable black market commodity. The Balinaka are greatly upset that
something intended to be so beautiful instead has made life so ugly for some, and thus
they have an open door policy for anyone
suffering from "crystal addiction." If an addicted person can get to Garnib, a family will
take the person in, utilizingadvanced therapy
techniques to help them get over the addiction.
face of the planet, the Balinaka people being the
most prominent. Of the few creatures that do
survive, most are amphibious and survive by
eating fish or aquatic plants.
The Balinaka make every effort to convey to
visitors the harsh realities of Garnib's wilderness
- being caught out in the cold typically ends not
with rescue, but death.

The Great Caves


The Balinaka make their homes in great ice
caverns that they carve themselves. Since each
cave is custom built, there is a great variety in
style, layout and facilities. The Balinaka are very
social creatures, and each home is centered
around a common room, which is a workplace,

casual lounge, kitchen and recreation area. Most


of a family's modern appliances, such as computers, holovid monitors, and sonicooks, will be
found in the common room. Each adult family
member has a small cubicle for privacy, while
children and infants share a common room.
Each cave, aside from the artistic structure of
the cave itself, is decorated with ice sculptures,
holosculptures, rugs, custom built furniture and
other items to reflect the personality of the family.

Artist Communities
There are several artist communities of aliens
that have sprung up within Balinaka sewfes. Their
caves and lifestyles closely mimic the Balinaka,
with a common room and only small cubicles for
privacy. Each member has certain, regularly
scheduled duties, such as cleaning or cooking.
Still, even after a day's work (typically working in
a crystal factory or on a fishing ship), most artists
have several hours at their disposal for sculpture, song, or writing. These communities are
generally not as harmonious as the Balinaka
dens, but they are nonetheless close-knit.

49

.c::G~a~rn~ii!lb:.:================================:::;~'TA-
WAIU""""

'-

_.........~.

= -

Fishing Ships
The Balinaka, due to their amphibious nature,
have located most of their settlements near the
shores of the great oceans. The fishing ships,
also owned by GCC, are based in the massive
harbors of Garnib and go out every morning to
troll the oceans of the world. The work is back
breaking (even with most of the work being done
by droids), but the pay is high. Many Balinaka are
fishermen (regarding fishing as an art form of its
own), and many of the artists who have traveled
to this world find employment in this industry.

Settlements
All Balinaka families live in one of the sewfes.
Being the social creatures that they are, each
community has a large open area, called a heswe,
that serves as a meeting area, playground, market and religious center. Messages to the whole
community are posted here, and whenever there
is a celebration, artists donate ice sculptures,
while lights and holoflashers are placed. Fireworks, live music, dancing, feasts and costume
parties are integral parts of many community
events.

The WaHarand
Scheduled for the height of the summer season, the wallarandis a once a year event that is a
combination town meeting, stock holders meeting, party and feast rolled up into one. GCC
headquarters selects the sight of the wallarand,
and then each community sends one artist to

50

help carve the buildings and sculptures for the


temporary city that will host the event. Work
begins with the arrival of winter, as huge halls for
meetings, temporary residences, and market
place booths are carved out of the ice.
As the wallarand nears, all work on the planet
ceases, as communities are allowed to begin
preparations for the long trek to the city site.
Every resident of Garnib, from Balinaka to immigrants, is invited (or more properly, expected) to
attend. Over the next four days, friendships are
renewed, deals are made, romances blossom. It
is a time of constant festivals and parties.
Of course, there is a purpose in it all (aside from
fun, which is more than enough of a reason to the
Balinaka). Each community selects a spokesman
to represent them to other communities and corporate officers. Fishing territories are redrawn,
quotas for ice sculpture production are set, and
any other differences or needs are discussed and
debated (most issues are resolved by the end of
the wallarand). At the end of these meetings, every
citizen (who is also an employee and stockholder
for GCC) is presented with a complete accounting
of the financial status of GCC. The citizens then
select new corporate officials and vote on what
new projects and investments they feel the company should undertake.
The wallarand is where the Balinaka are most
painfully reminded that they are Imperial subjects.
The Empire seldom interferes with the Balinaka
because the corporate officers arrange appropriate income percentages for the Imperial governor.

The Star Wars Planets Collection

--STA.IiP~==================================::.~G~a~r~n~ib
-WARS
However, Imperial troops are constantly seen patrolling the grounds of the wellarand, which is a
source of tension, anxiety and resentment. ft is
amazing that open conflict has not erupted between the agreeable but fiercely independent
Balinaka and the Imperial officials.

The Imperial Presence


Imperial Governor Verus Carbinol is responsible for law and order on the world of Garnib. He
hates cold. He hates ice. He hates the endlessly
cheerful attitude of the Balinaka. And, most of all,
he hates his life.
Both middle-aged and at what he feels should
be the prime of his career, he realizes that this
planet is the end of the line for him. However, his
world is also quiet enough that he has no overwhelming worries or meddlesome trouble spots;
he can just sit back and wait for the money to
come into his coffers.
Carbinol is reclusive and seldom leaves his
mansion, a gaudy 47-room affair that stands on
the coast of the ocean. He will seldom be encountered by the Balinaka or anyone else on the
planet.
The only Imperial base, Garnib Station, has a
modest three battalions, and is located next to
his mansion. However, because the Balinaka are
decidedly agreeable and consistently pay their
taxes with no complaints, there is virtually no
need for them to patrol communities. The troops
are dispatched to the wallarand so that Carbinol
can assert his authority. Therefore, while being
stationed on Garnib is a generally chilly and
cheerless experience, it is also an extremely safe
and inactive post.

Balinaka
The Balinaka are strong amphibious mammals native to Garnib. Evolved in an arctic climate, they are covered with thick fur, but they
also have a dual lung/gill system so they can
breathe air or water. They have webbing between each digit, as well as a long, flexible tail.
Their diet consists mostly of fish.
Balinaka have very sensitive eyes, being able
to see in a visual spectrum far exceeding Human
vision. In addition to a high degree of color
sensitivity, they have a series of membranes that
help them filter and control how they perceive
light - a Balinaka can look at a sculpture directly
in front of a blinding light and can adjust his
perception so that he sees only the sculpture.
The Balinakaare individualistic, but very close
to their families and larger community. They are
an agreeable people as long as they know that the
other people involved are also willing to agree or
compromise. They often refuse to debate issues

The Star Wars Planets Collection

with individuals who are stubborn, selfish or


unwilling to see a different point of view. They
have gone along with the Empire simply because
they realize that fighting is a losing proposition,
although they would be willing to fight for freedom as soon as they saw that there was a good
chance of winning.
While these people are fun and easy-going,
they can be deadly fighters in combat. Their
sharp claws can do great damage to those careless enough to anger a Balinaka. They are a
playful people, always looking forward to the
next celebration. They enjoy dancing, singing,
light shows, plays, sculpting and many other
forms of relaxation. They are inquisitive and
curious - eager to learn new technology and to
master new devices.
Bafina/<a
Allrlbule Dice: 12D
Attribute Minimum/Maximums:
DEXTERITY 1O+2/4D
KNOWLEDGE 1O/3D+1
MECHANICAL 1O+2/3D+2
PERCEPTION 2D/4D
STRENGTH 3D/SD
TECHNICAL 1O/2D+1
Special Abilities:
Vision: Balinaka have excellent vision and can see in
darkness with no penalties.

Water Breathing: Balainaka have a dual lung/gill system, so


they can breathe both air and water with no difficulties.

51

-(G~a!!:r~n!.!ib!..:==================================::;~'TAR
WAIU""""

--.~:

GARNIB DIAGRAM

,-.The Wallarand

.-

C.

/2.,...
"

<

"

~c

-'';'''

-';''';:''''_..l.....

o:;.;=....

Claws: Do STR+ 10 damage.


Move: 12/15
Size: Up to 4 meters tall at the shoulder

Vernols
The Vernols are squat humanoids who have
emigrated to Garnib in great numbers. Physically, they stand up to 1.5 meters tall, with blue
skin; they have orange highlights around their
eyes, mouth and on the underside of their palms
and feet. Many of them have come to Garnib
simply to become part of what they feel is a safe
and secure society (much of their native society
was destroyed when a meteor collided with their
homeworld five decades ago).
They are natural foragers, adept at finding
food, water and other things of importance. Many
of them have become skilled investigators on
other planets. Others have become wealthy con
artists since they have a cheerful, skittish demeanor that lulls strangers into a sense of security.
They are fearful and territorial, but extremely
loyal to those who have proven their friendship.
Vernols are quite diverse and can be found in
many occupations on many worlds. Garnib is the
only world where they are known to live in large
Vernol communities.

S2

4"

,'.

."

"

<.'

., ,

"

'''';;'''

...1

.Vernols
Attribute Dice: 120
Attribute Minimum/Maximums:
DEXTERITY 1D/2D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+ I
PERCEPTION 2D/4D+2
STRENGTH 1D/2D+2
TECHNICAL 1D/3D
Special Abilities:

Foragers: Vemols are excellent foragers (many have translated this ability to an aptitude in investigation). They
receive a + ID bonus to either survival. investigation or
search (player chooses which skill is affected at the time
of character creation).
Move: 8/10
Size: Up to 1.5 meters tall

Adventure Idea
Two Rebel agents on the run from Imperial
authorities need assistance getting to Garnib,
which would be an excellent place to hide. Everything seems to be working to plan, until the
Imperial troops decide that the characters' ship
would be a good place to begin spot checking for
smuggling. It becomes imperative that the characters somehow convince the Imperials that
"these are not the agents you're looking for," or
find some means to avoid the inspection entirely.

The Star Wars Planets Collection

_AUGarnib
....sTAP~==================~~

Adventure Idea
The characters are hired to take a partial cargo
of Gamib crystals to the planet Zarsteck. During
their stopover on Garnib, an artist suggests that
GCC may be willing to offer them a long-term
contract (which would mean big profits), however,
nothmgcould be agreed on until the new corporate

The Star Wars Planets Collection

officers are selected at the wallarand. Unfortunately for the characters. some long-term rivals
(~uch as bounty hunters, a competing freighter. or
dIsgruntled pirates) have followed them to Gamib
and v:an.t to kill them. The characters must dodge
the Vlllams for several days while waiting for the
wallarand to begin.

53

,;;r:G:so:!:rS~h!.:=================================~STAA...
WAIU""""

Gorsh
Gorsh
System Datafile

Type: Warm swamp planet

Temperature: Hot
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Moist
Gravity: Heavy

Terrain: Ocean, swampy islands


Length of Day: 64 standard hours

Length of Year: 300 local days


Sapient Species: Humans, Orgons (N)

Starport: I limited services (Genetech corporate controlled)


Population: 100,000
Planet Function: Homeworld, bIological research

Government: Genetech (corporate.controlled)


Tech Level: Stone/feudal
Major Exports: Medicinal and chemical compounds
System: Gorsh

Star: Gorsh (yellow)


Orbital Bodies:

Name

Planet Type

Gorta
Gorlan
Garth
Gartana
Garsala
Gortamni

desolate searing rock


searing desert
warm swamp planet
poisonous ocean
corrosive volcanic rock
frigid ice

Moons

11
I
I

12
2
11

World Summary
Gorsh is an obscure system, located in an
undeveloped section of the Outer Rim Territories. The world of prime interest, also named
Gorsh, is dominated by huge, but shallow salt
water oceans. Several chains of volcanic and
swamp islands dot the surface. These swamps
are home to many kinds of life-forms, including
the mysterious sentient plants called Organs.
Genetech Laboratories has exclusive rights to
develop and explore the planet Gorsh, and has
established an orbiting research lab. The world
has yielded many unique compounds that have
been turned into successful pharmaceutical and
medicinal products. The company has discovered the Organs, and has placed a high priority
on capture and examination of the creatures,
with the ultimate goal of seeing if the plant creatures can be used for scientific research. Only
authorized Imperial personnel and Genetech representatives may enter the system.

54

Gorsh system, star: Gorsh, yellow star.


Six planets; third planet, Gorsh, is marginally terrestrial and is the site of an orbiting
scientific research space station owned by
Genetech Laboratories.
Warning! Gorsh is a privately-owned system. For permission to enter Gorsh system
space, contact Genetech Laboratories corporate headquarters on Capriori!. Trespass
into the Gorsh system is punishable by a
fine of up to five million credits or up to 20
years in a standard Imperial prison camp.

System Summary
The Gorsh system lies in one of the most
undeveloped regions of the Outer Rim Territories, well over 30 hours (at hyperdrive multiplier
xl) from any settled systems. It was first discovered by an independent scout nearly a century
ago, and merely logged as yet another nondescript system; the scout moved on to other systems looking for something that he could easily
turn a profit on.
Gorsh is the only habitable world of the six
planets orbiting the star Gorsh. Genetech laboratories financed the first extensive explorations of
the system and the Empire granted the company
exclusive proprietary rights over everything within
the system.
Genetech has a small orbiting research lab,
lightly armed and with the bare minimum of supplies. However, the scientists stationed aboard
this lab have been able to discover many valuable
compounds that have been developed into useful
pharmaceuticals and medicines.

Gorsh
Gorsh is a tropical world with a very high moisture content. Most of the surface is open ocean,

The Star Wars Planets Collection

--ITAPIII;:::::=====================================~G~O~r~Sh~
_AU

with many large swampy islands. Temperature


ranges from 25 to 40 degrees Celsius, with the
cooler areas being over the open ocean. The
swamps' have a very high humidity level, making
them muggy and generally unpleasant. Ocean
depths average nearly six kilometers, but the maximum depth reaches nearly nine kilometers.

The Swamps
The swamp islands of Gorsh are dangerous
and unstable. The islands were formed by the
volcanic peaks, volcanic ash, aquatic plant life
and sediment. The tallest of the volcanic peaks is
only 268 meters above sea level, and the swamps
extend away from the mountains for many square
kilometers. The islands are crisscrossed by shallow waterways. Plant and animal life can be found
throughout the islands.
Trekking through the swamps can be very
hazardous. Without some device to measure the
depth of water, it is impossible to tell whether or
not open pools of water have land six centimeters or six meters beneath. Poisonous creatures,
both plants and animals, abound, and many of
them have natural camouflage so that they blend
into the background until they are close enough
to strike. Infectious diseases are spread by insects, sudden storms coming in from the ocean
can strike without warning, and there is always
the possibility of a dangerous volcanic eruption
that can send molten lava, ash and toxic fumes
into the air or cause a landslide that will bury
anything caught in its path.

The Star Wars Planets Collection

Insects and amphibians are the most common


creatures. Because of the relatively constant climate cold-blooded creatures have thrived in
this ~nvironment. Most creatures have formidable natural defenses, such as venomous bites,
large spikes or strong tails for swatting bothersome pests.
Even the plants are dangerous on Gorsh: the
Gorshian hands of death is a large (6 meters

Gorsh's Atmosphere
Gorsh's high carbon dioxide atmosphere
and heavy gravity hamper the activities of
beings not native to high gravity worlds.
Characters acting without breath masks
suffer penalties for high levels of activity.
To run for more than two consecutive turns,
a character must make a Moderate stamina
check. A character must make an Easy
stamina check after every three r9unds of
fire combat to see if he is winded. Acharacter must make a Moderate stamina check
after every three rounds of melee or unarmed combat. Finally, for any lifting checks,
increase the difficulty by one level. If a
character fails any stamina checks, he is
thoroughly winded and must rest for one
minute or suffer a -3D penalty to all actions.
Characters with breath masks can act in
the atmosphere of Gorsh with no fear of
penalties.

55

_CG:.!o~r~s!lh.:=====================================;:;'TAR...
WAIU""""

across) carnivorous flowering plant that has


crushed more than one careless research scientist. Berries, such as darkkoninns, have a poisonous juice.
Another danger of Gorsh comes from the nature of the land itself. The constantly decaying
plant matter creates a huge amount of explosive
methane. The methane normally builds in small
pockets beneath the surface of the water. The
methane compounds are undetectable in the
fetid swamp air-unless there happens to be an
open flame or a heat source nearby. Exploding
pockets of methane have been known to consume an area up to 20 meters in diameter.
However, Genetech has found that where there
is danger, there is profit. There are many amazing
chemicals produced by the plants and animals of
Gorsh that have been discovered by research
teams, and they have been refined, developed,
analyzed, and ultimately packaged into profitable
drugs, medicines and consumer goods.

Flora and Fauna of Gorsh


What follows is a listing of the most dangerous, interesting and important animals and plants
to be found on Gorsh. They can be used to spice
up any adventure set in the dismal swamps of
this world.

Thevaxan Marauder
Thevaxan marauders are large, long lizards,
and are brown, black or drab green in color.
Their tales make up nearly half their length. They
are covered with smooth triangular scales, and a
crest of small spikes runs from the tip of their
elongated snout to the beginning of the tail. They
have long, triangular heads with a large upper
skull.
This creature is a solitary hunter, but characters may be unfortunate enough to discover a
female's nest, which will have 1-4 eggs or young
(about 2 meters long, with Dexterity 1D, Perception +1, Strength 2D; tail swipe only does STR+ ID
damage and teeth only do STR+l damage). If not
raising young, Thevaxan marauders have no nests
or lairs and will always be hunting for a fresh
meal. When they rest, they bury themselves in
muck and water, exposing only their nostrils.
The Thevaxan marauder has many great survival advantages, but stealth isn't one of them. It
can be heard plowing through the swamp from
quite a distance; it relies on sheer strength to
overpower whatever it encounters. The creature
is dim-witted and easily tricked or confused.
Thevaxan Marauder
Type: Giant reptillian hunter
DEXTERITY 2D
PERCEPTION ID
STRENGTH 5D

56

Brawling 50+2
Special Abilities:
Tail Swipe: STR+2D damage
Teeth: STR+ ID damage
Charge: STR damage, plus an extra + 10 for every round
charging (up to +3D)

Move: 15
Size: Up to 20 meters long, up to 8 meters tall at the
shoulder
Scale: Creature
Orneriness: 70

Darkkoninns
Darkoninns are black poisonous berries that
can be found growing anywhere on Gorsh. A
Moderatesurvival is necessary to realize they are
probably poisonous; if eaten, they cause 6D damage.

Gorshian Hands of Death


The Gorshian hands of death is a flowering
carniverous plant that ranges from three to six
meters across. These plants are found only in the
drier regions of the swamps (such as in the upper
elevations and near volcanic peaks). They have
spindly stalks that are decorated with five-petaled blue and purple flowers. Any individual who
walks across one of the stalks must make a
brawling or Strength check to escape the plant's
crushing grasp (it has a brawling skill of 3D). If the
character fails the check, he or she will be completely enclosed within the stalks and take damage from the crushing attack each round (4D
damage); if characters attack the plant, it has a
Strength of 4D.

Forntarch
Forntarch are dangerous and large carnivorous rodents that lie in trees waiting for a warm
meal to pass by. While they typically dine on
small reptiles, lizards and mammals, they do
attack Humans as well. When a target passes by,.
they use their powerful legs to leap from the tree.
Tumbling down at the unsuspecting victim, they
attack with their forelimbs, which are giant
razored appendages. Even if the first attack is not
fatal, they often impale their victims with one
limb, while swinging the other and biting the
victim.
Forntarch
Type: Aggressive rodents
DEXTERITY 2D
PERCEPTION 3D
STRENGTH 2D
Special Abilities:
Slicers: STR+2D+2 damage
Teeth: STR+ID damage
Move: 4 (crawling), 17 (leaping)
Size: 3 meters long (body), I-meter-long slicers
Scale: Creature

The Star Wars Planets Collection

.....sTAR~===================================~G~02.r~s~h
-WARS

Tesfli Piercers

Swarm Bugs

Tesfli piercers are flying swarm insects one to


four centimeters long. Open flame and insects
repellants scare thelJl olf and exposure to cold
will kill them. They cannot bite through clothing,
plastics or armor. Their bites cause no actual
damage, but anyone bit must make a Very Easy
stamina check or be infected by a "rotting disease." If a character becomes infected, within
one week the infected limb will swell and turn
black - if a character seeks medical attention, a
Moderate medicine or Very Difficultfirstaid roll is
necessary to determine the appropriate curative
medicines. After two more weeks of untreated
infection, increase medicine and first aid difficulties by one level, and treat the limb as being at-ID
for all Dexterity and Strength actions. After another two weeks, increase the medicine and first
aid difficulties by another level and consider the
limb to be at -2D for all Dexterity and Strength
actions. At the end of seven weeks of infection,
the limb is totally useless and the infection has
destroyed all of the nerve endings and the muscle
tissue. This rotting disease can have disastrous
(or fatal) effects when one considers how many
times a character could be bit by a swarm of tesfli

Swarm bugs are blue insects with large ballooning bodies (due to a large internal methane
bladder) and fragile, transparent wings. They
grow up to 10 centimeters long. While swarm
bugs almost never attack other creatures (they
feed on plants), they are so numerous that they
are a dangerous nuisance. Their unusual digestive tracts create a great deal of methane; if they
are ever struck by a hard blow or subjected to
high temperatures, they are quite likely to explode in a ball of flame. ff they are struck by an
object, rolllD; on a 1 they explode. If exposed to
open flame, rolllD; on a 1-3 they explode. Unfortunately, swarm bugs tend to fly in tightly packed
swarms, so if one bug explodes, most of the
swarm will also go up in flames. This is an important defense mechanism - while individual (or
whole swarms 00 swarm bugs may be sacrificed,
most other creatures on Gorsh have learned to
give these insects a wide berth.
Swarm bugs. Dexterity ID, Perception OD,
Strength OD. Methane explosion does 2D damage
to everyone within a 2 meter radius. Move: 12.

piercers.

Teslli piercers. Dexterity 2D, Perception OD,


Strength OD. Move: 8. Possible "rotting disease"
as described above.

The Star Wars Planets Collection

Research Teams
Genetech research teams venture down to the
surface of Gorsh on a regular basis, with about
one dozen scientists and a few armed guards for
protection. The teams are equipped with survival gear, medicines, breath masks, weapons,

57

-~G~o:!:;rS~hl:=================================;'TAR...
WA~

Genetech Orbiting Research Lab


The Genetech Orbiting Research Lab is the
home base of the scientists stationed on Gorsh.
Housing a total. of 40 personnel, it is the only
lifeline between this system and the rest of the
civilized galaxy. Although cramped and spartan,
the space lab and its personnel have been very
successful in finding and developing new products for the company.

Orgons

specimen containers, chemical analyzers, pocket


computers, biochem synthesizers and field gear
to assist them in their efforts. Research teams
spend up to two weeks on the planet's surface.
Remote probes are also sent down and can be
controlled directly from the lab. If the probe finds
anythingofnote, afollowuptearn is sentto investigate.
In addition to the discovery of new chemicals,
the Genetech researchers have recently discovered the Orgons and the company has placed a
very high priority on the capture and dissection
of one of these strange creatures. The company
has kept this discovery quiet, fearing that the
Empire or another corporation may decide to
investigate their activities on Gorsh.
Typical Genetech Scientist
Type: Genetech Scientist
DEXTERITY ID+l
KNOWLEDGE 30
Alien species 30+2, organic chemistry 50, planetary systems 40, survival 40

MECHANICAL 20
PERCEPTION 20
STRENGTH 20
TECHNICAL 10+2
Character Points: Varies, typically ()'3
Move: 10

Genetech guards. All stats are 2D except:


blaster3D+2, dodge 3D+2. Move: 10. Blaster pistol

(4D), comlink, datapad, medpac, breather mask,


blast vest (+ ID physical, + 1 energy).

58

Orgons are the dominant life form on Gorsh.


These intelligent and mobile plants have two
distinct sections of their bodies. The brain and
vital organs are in a round, hardened shell, normally about half of a meter in diameter. The shell
is a deep green or yellow color. Trailing away
from the shell are anywhere from six to eight
tendrils, up to four meters long (the number is
dependent upon the age of the individual Orgon).
Each limb is used for mobility as well as absorption of vital nutrients. The limbs are soft and
flexible, but incredibly strong, through use of
alternating hard armored cells (which provide
protection), and cells that perform the same
function as muscles in animals. By constricting
or loosening these soft cells, the creatures can
drag themselves through the swamps or use
tools. In order to absorb nutrients, the limbs
must be burrowed in the soil. Each limb is also
equipped with a very complex nervous system
that constantly relays tactile data to the brain.
Because of the nature of the hard shells and the
flexibility of their bodies, Orgons can better resist damage from blunt (non-bladed) attacks,
such as clubs.
They are sensitive to light, and while they
don't have vision in the traditional sense of most
other carbon-based sentient life-forms, they can
"see" light and reflected light within a large area
around them.
Orgons are almost always found alone. Because of the slow movement rate of the Orgons,
the development of intelligence was the only
thing that saved them from extinction. Since they
cannot "catch" prey through normal hunting
methods, they have learned to make very potent
poisons and adhesives, as well as traps. They can
then lumber over to the site and consume the
creature at their leisure (their limbs also secrete
digestive fluids). Orgons need to only eat about
three kilograms of meat per standard year.
The creatures communicate with each other
by very precise movement of their limbs. The
Genetech research scientists have not yet learned
how intelligent the Orgons are. Many of the "wonder chemicals" that Genetech has discovered
have actually been Orgon compounds.

The Star Wars Planets Collection

.....sTA.IiR~===================================:.G~o~rS~h
-WARS
Genetech Orbiting
Research Lab

Sensar
Array

Craft: Orbiting Research Lab

Scale: Starfighter
Length: 53 meters tall, 22 meters in diameter

living Quarters
Staff Quarters
Kitchen

Crew: 5, gunners: I

Lounge

Research

Passengers: 30 (research scientists), 10


(Genetech guards)
Cargo Capacity: 300 metric tons

Consumables: 6 months
Cost: Not available for sale
Space: Not applicable; geosynchronous
orbit

Hull: 90
Weapons:

Lab.

Automated Probe
Launch Tube

leann.n.

Dual Laser

Power
Cells

Dual Laser Cannons (fire-linked)


Fire Arc: Turret
Crew: 1
DocldngBay

Scale: Capital

Drop-Shuttles
Research Shuttle
Mainlenance

Skill: Capital ship gunnery

Fire Control: 20
Space Range: 1-3/10/25
Damage: 3D
Solar
Collectors (4) ~~tt---l.

The Organs have learned to shy away from


contact with Genetech scientists. They have also
developed a very potent poison which they have
liberally applied to plants and berries in the
vicinity of Genetech encampments.
The worst weapon in the arsenal is a cluster of
red goo Humans would name a "skin buster." The
sticky substance is filled with an irritant sap
which leads to a screaming insane death in only
a few short minutes, unless appropriate medicines are applied quickly. The weapon does 60
damage upon initial contact, with 40 damage per
turn after the first (a maximum of 10 turns). It
only works on exposed skin.

.Orgons
Attribute DIce: 120
Attribute Minimum/Maximums:
OEXTERITY 10/40

The Star Wars Planets Collection

KNOWLEOGE 10/40+2
MECHANICAL 00/30
PERCEPTION 20/40
STRENGTH 20/40+2
TECHNICAL 00/10+2

SpecIal Skills:
Knowledge skills:
Biochemistry. Time to use: Several days. Biochemistry is
the skill the Orgons use to create new chemical compounds for their own use. Creating new compounds can
take days, months or even years.

SpecIal Abilities:
Natural Camouflage: Orgons get +2D to sneak in jungle
terrain.

Resistance to Blunt Weapons: Orgons get a bonus of + ID to


Strength to resist damage from blunt weapons.
Story Factors:
Unknown: Orgons are unknown tothe galaxy at large; only
the Genetech scientists know about these creatures.

Mave: 3/5
Size: Up to 1.5 meters tall
Note: It is strongly suggested that players not be allowed
to play Organ characters.

59

-!lIS:lie:!:!n~I~V~================================:::;~'TAR...
WARS""""

Isen IV
Isen IV
Type: Airless planetoid
Temperature: Frigid

Atmosphere: None
Hydrosphere: Dry
Gravity: Light
Terrain: Airless rock
Length of Day: Not applicable
Length of Year: 740 standard days
Sapient Species: Humans
Starport: Standard class (pirate controlled)

Population: SOD
Planet Function: Pirate base, homeworld
Government: Abav Ghart (pirate leader)

System Summary

Tech Level: Space


System: Isen
Star: Isen (yellow)

Orbital Bodies:
Planet Type
Name
Kisen
asteroid belt

Moons

Kassan
Isen

asteroid belt
young gas giant

IsenW

airless planetoid
asteroid belt

Kossim

World Summary
The lsen system is in its birth throes, with a
still larming star and an endless sea 01 rock in
orbit. Imperial survey teams designated four
rough orbits in the supposition that these areas
would eventually hold planets. The gas giant of
Isen is forming.
The system is constantly bathed in blasts of
radiation from the new star, and with the asteroid chunks, is very dangerous to navigate.
These factors have made the system the ideal
location for a pirate base - and so, the Void

System Datafile
.lsen system, star: lsen, yellow star. Primitive system
wIth three asteroid belts, a proto-gas giant.
lsen is a forming system with no habitable worlds. No
known inhabitants. Cursory scouting surveys have indi~ated modest mineral and metal deposits, but the system
IS too remote for profitable mining operations at this time.

60

Demons pirate gang, wanted criminals in no less


than 15 sectors within the Outer Rim Territories
have constructed an elaborate hidden base o~
the planetoid lsen IV, fourth in orbit about the
forming gas giant.
Due to the predations of the Void Demons,
lsen IV has several wrecked ship hulls covering
its surface. The asteroid is also in the process of
being hollowed out by the unusual "rock-eating"
creatures called the morvak - the legacy of one
of the ships captured by the Void Demons.

The lsen system is a pilot's nightmare, with


free-roaming comets, gravitational anomalies,
sudden bursts of solar radiation, farming planets
and thousands of asteroid chunks. The lone
planet, lsen, is a new gas giant, with five planetoid
satellites

Navigating the Belt


The lsen system is so dangerous that ships
entering the outer limits of the system must make
Moderate piloting (whichever skill is relevant) rolls
every minute to avoid hitting the hurtling balls of
rock and ice. After five minutes of flying time, the
characters will enter the heart of system.
Now the characters must a new piloting roll
every round to avoid hitting an asteroid. Roll one
die on the first chart ("Piloting Difficulty") to
determine the piloting difficulty. If the characters ever exceed the difficulty by two levels, they
have discovered the pirates' path through the
asteroid belt, which requires only a Very Easy
piloting roll every round.
Characters may choose to leave the asteroid
belts but they still must navigate a safe path out
(since the asteroid belt is a swIrling mass of
debris, usable paths will constantly be changing). The gamemaster should roll 3D to determine how many rounds will be necessary to leave
the belt (this assumes the characters are looking
for the quickest path out - if they specifically

The Star Wars Planets Collection

_.-

_A~~=====================================~I~s~e~n~l,:::V
_AU

state they are looking for an EASY path out, then


roll 7D for the number of rounds necessary). If
taking the quickest path, roll on the "Piloting
Difficulty" chart each round. If taking the safest
path out, roll on the "Piloting Difficulty" chart
each round, but subtract two difficulties from
each roll (the minimum difficulty is always Easy).
Failing any of these piloting rolls means that
the ship has collided with one of the asteroids.
Asteroids do a varied amount of damage, depending upon their size. Roll one die and consult
the "Asteroid Damage" chart. All damage listings
are for starfighter scale.
Piloting Difficulty
Roll
Difficulty Level
I
Easy
2-4
Moderate
5
Difficult'
6
Very Difficult'
, If the piloting total is 40 or higher, the characters have discovered the path through the
asteroid belt.
Asteroid Damage
Roll
Asteroid Size
Damage
Tiny Meteorite
I
1D
2
Small Meteorite
2D
3D
Medium Meteorite
3-4
4D
Large Meteorite
5
7D
Very Large Meteorite
6

The Star Wars Planets Collection

Void Demon Base


The Void Demon base on Isen N (the fourth
planetoid orbiting the gas giant) is designed to be
hard to find and easy to defend. The difficulty of
navigating the asteroid belts of the Isen system
helps protect the base from exploring ships and
wandering tramp freighters. The base's computer systems have a complete log of every individual asteroid and meteor in the system, and are
constantly updated by miniature mobile sensors
scattered throughout the system. With this complex computer network, Void Demon leader Abav
Ghart can instantaneously call up available safe
pathways through the asteroid belts.
Ghart has a complete complement of
starfighters (all of them "acquired" through his
exploits over the years). He also has a highly
modified Corellian gunship (also acquired
through questionable means) that is used to
secure and board vehicles that have been softened up by starfighter assaults.
The base has a series of tractor beam emplacements and turbolasers for defense. Ghart realizes that nothing is ever a sure bet, and has built
several entrances into the morvak caves beneath
the base. Only he and a few of his most trusted
thugs know the route through the caves to an
escape cruiser hidden a few kilometers away.

61

_Ills~e;!:n!.;I~V~==================================::;;:;'TAA...
WAIU""""

Lore of the Void Demons


This gang is wanted in at least 15 different sectors, for piracy, assault, terrorism,
and murder. No less than 50 different incidents of hijackings have been attributed to
the Void Demons, and it is believed that
their mysterious leader, Abav Ghart, has
been made a billionaire many times over.
There is a bounty oi 300,000 credits for the
capture of Ghart (if he is taken alive, the
sector governments are offering an even
500,000 credits).
Starfighter Complement
3 Z-95 Mark I Headhunters

A true museum piece, the Z-95 Mark I (or, Z95Mk1) was the first version of the legendary
starfighter.lt used a primitive sweep-wing design
and a bubble cockpit for greater pilot visibility.
These design features were phased out as more
advanced technology became available.

Z-95 Headhunter
Craft: IncomjSubpro Z95 Mark I Headhunter
Type: Multipurpose starfighter
Scale: Starfighter
Length: 11.8 meters
Skill: Starfighter piloting: Z95
Crew: 1
Crew Skill: See pirate pilots below
Cargo Capacity: 50 kilograms
Consumables: 1 day
Cost: 23.000 (in current condition)
Maneuverability: 10
Space: 5
Abnosphere: 365; 1,050 kmh
Hull: 4D
Shields: 10

Sensors:
Passive: 15/00
Scan: 25/10
Search: 40/2D
Focus: 1/2D
Weapons:
2 Triple Blasters (fire-linked)
Fire Arc: Front
Skill: Stars hip gunnery
Fire Control: 10
Space Range: 1-5/10/17
Atmosphere Range: 10G-Soo/I/1.7 km
Damage: 3D
Concussion Missiles
Fire Arc: Front
Skill: Missile weapons: concussion missiles
Fire Control: lO
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 70

12

Z-95 /3 Headhunters

The Z-95 13 ("Improved Model 3") was one of


the most popular models of this starfighter and
can be found in service on many worlds.

62

TheZ-9513 is identical to theZ-95MkI excepted


as noted: Cargo Capacity: 85 kilograms, Space: 7,
Atmosphere: 400; 1,150 kmh

10 Zebra Starfighters
A basic and inexpensive starfighter that is
easy to maintain and pilot. While not very durable, its weapons are potent.
Zebra Starfighter
Craft: Hyrotii Vehicle Works Zebra Starfighter
Type: Light short range starfighter
Scale: Starfighter
Length: 12.3 meters
Skill: Starfighter piloting
Crew: I
Crew Skill: See pirate pilots below
Cargo Capacity: 65 kilograms
Consumables: 1 day
Cost: 65,000 (new), 32,500 (used)
Maneuverability: 2D
Space: 7
Abnosphere: 350; 1,000 kmh
Hull: 2D
Sensors:
Passive: 15/00
Scan: 25/10+1
Search: 45/20
Focus: 3/20+2

Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: lO
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 50

1 1 Gauntlet Starfighters

The Gauntlet starfighter wasn't a resounding


success when it was introduced several years ago,
but that was due more to the political climate than
a lack of engineering excellence. The odd configuration makes for a striking appearance, and it has
weaponry to back up its bold lines.

Gauntlet Starfighter
Craft: Shobquix Yards Gauntlet Starfighter
Type: Multi-purpose short range starfighter
Scale: Starfighter
Length: 14 meters
Skill: Starfighter piloting
Crew: 1, gunners: 1
Crew Skill: See pirate pilots below
Cargo Capacity: 85 kilograms
Consumables: 2 days
Cost 165,000 (new), 85,000 (used)
Maneuverability: 20
Space: 6
Atmosphere: 295; 850 kmh
Hull: 30+2
Shields: 10
Sensors:
Passive: 20/10
Scan: 35/10+2

Search: 45/2D
Focus: 5/30

Weapons:
2 Laser Cannons (fire-linked)

The Star Wars Planets Collection

--ITAIliP~===================================,!;ls~e~n~I~V
_AU
Fire Arc: Front
SkiJf: Starshlp gunnery
Fire Control: 20

Gauntlet Starfighter

Space Range: 1-3/10/17


Atmosphere Range: 100-300/1/1.7 kIn
Damage: 40
2 Laser Cannons (fire-linked)
Fire Arc: Turret

Crew: 1
Skill: Starship gtihnery
Fire Control: 20

Space Range: 1-3/12/25


Atmosphere Range: 100-300/1.2/2.5 kIn
Damage: 50
Proton Torpedo Launcher
Fire Arc: Turret
Crew: 1 (co-pilot)
Skill: Starship gunnery
Fire Control: 20

Space Range: 1/3/7


Atmosphere Range: 50-100/300/700
Damage: 80

Void Demon Base


Scale: Capital
Consumables: 6 months
Hull Code: 30
Weapons:

8 Laser Cannons
Fire Arc: Turret
Crew: 1
Scale: Starflghter

Skill: Starshlp gunnery


Fire Control: 20

Space Range: 1-3/10/17


Atmosphere Range: 100-300/1/1.7 kIn
Damage: 30
3 Turbolaser Batteries
Fire Arc: Turret
Crew: 3
Skill: Capital ship gunnery
Fire Control: 10

Space Range: 3-15/35/75


Atmosphere Range: 300-1.5/3.5/7.5 kIn
Damage: 30.2
8 Tractor Beam Projectors

Fire Arc: Turret


Crew: 12
Skill: Capital ship gunnery

Fire Control: 20
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 kIn
Damage: 40
Personnel:
47 slarfighter pilots
320 boarding troops
23 administrative personnel
140 droids
FaclllUes:
12 starfighter bays
I transport bay
1 landing deck
36 starfighters (various types)

Members of the Void Demons


Abav Ghart, Void Demon Leader
Type: Gotal Pirate Leader
DEXTERfIY 20+2
Blaster 50, dodge 70, melee combat 40
KNOWLEDGE 2D

MECHAMCAL 5D'

Astrogalion 60, repulsorlift operation 60+ I, space transports 80, starshlp gunnery 70+2, starfighter piloting 90,
starship shields 50+2
PERCEPTION 5D

Bargain 60, command: Void Demons 70, can 70+2, search


70
STRENGTH 20+ J * *
Repulse-hand 3D
TECHNICAL ID
Security 3D, space transports repair 20+2
Special Abilities:
Energy Sensitivity: Gotals are unusually sensitive to radia
tion emissions. They get +30 to search when hunting
targets in open areas; in crowded areas, the bonus drops
to + 10; In areas flooded with intense radiation, they suffer
a -I 0 penalty to search. See page48 of Galaxy Guide 4: Alien
Races, Second Edition.
Mood Detection: Gotals are good at reading the Intentions
of other beings. The Gotal makes a Moderate Perception
total, and adds the following bonus to all Perception skills
when making opposed rolls for the rest of that encounter.
See page 48 of Galaxy Guide 4: Alien Races, Second Edition.

Intimidation 70, streetwise 50, value 3D

The Star Wars Planets Collection

63

_II,s~e:!:n!.I~V~==================================:::::;:;'TAR...
WAIU""""
occupation. He has obvious cybernetic enhancments, with a repulsehand and a motion interface package; he relies on their unsettling appearance to add to his ability to
fntimidate others. He always dresses
in expensive, brightIy-colored clothing, with a complete array of weapons at his belt. His trademark is an
expensive gold pendant he fastens

to his belt.
Ghart has been a pirate for nearly
five decades and started the Void
Demon gang over 30 years ago. He is

a cold-blooded fiend of the worst


kind. He is willing to do anything or
betray anyone if there is a profit to
be made. He kills without a second
thought - and his henchmen are
just as likely to face his wrath as his
victims.

Roll Misses Difficulty By:


6 or more

Penalty:

2-5
1

-2D
-10

~3D

Roll Beats Difficulty By:


Bonus:
0--7
10
8--14
2D
15 or more
3D
Fast Initiative: + ID to initiative against non-Gotal opponents. See page 48 of Galaxy Guide 4: Alien Races, Sec.cnd
Edition.
,. Motion Interface Package: Abav has a Motion Interface
Package (see page 37 of Cracken 's Rebel Field Guide) that
increases his Mechanical attribute far beyond the Gatal
species maximum .

...... Repulse-Hand: Abav has a repulse-hand (see page 41 of


Cracken Rebel Field Guide) which does STR+ ID damage
in combat; he uses his repulse-hand skill to attack.
Force Points: 3
Dark Side Points: 6
Character Points: 15
Move: 13
Equipment: Blaster pistol (4D), blaster rille (50), vibroblade (STR+ID+2), comlink

Void Demons Personnel


Ghar!'s prime assistant is a
Oevaronian named Burna!Terrup.
He was hired on by Ghart a decade ago and through subservience, grovelling and behind-thescenes manipulation, has risen to
second-in-<:ommand. In Ghart's
presence, Terrup grovels to the
point of being nauseating. He compliments Ghart on every decision
and ridicules anyone Ghart is tryingto dominate. Awayfrom Ghart,
he is manipulative and seemingly
on the verge of psychosis. He
wears a worn, tattered blue and
orange uniform.
Burna! Terrup. Dexterity 2D, btaster 4D, dodge
3D, Knowtedge 3D, alien species 5D, cuttures 4D,
languages 5D, ptanetary systems 4D+/, streetwise
4D+2, Mechanical/D, space transports 2D+/, Perception 2D+2, command 3D. hide 3D, sneak 3D,
search 3D+2, Strength 2D+/, Technical/D. Move:

9. Character Points: 6. Blaster pistol (40), comlink,


datapad.
Pirate Boarding Troops. All stats are 20 except: blaster 4D, dodge 4D+/. Move: 10. Blaster
pistol (40), blast vest (+10 physical, +1 energy,
front and back).
Pirate Pilots. All stats are 20 except: capital
ship piloting 3D+/, space transports 3D, starfighter
piloting 3D+2, starship gunnery 3D. Move: 10.

Blaster pistol (40), comlink, flight suit.


Pirate Gunners. All stats are 20 except: capital ship gunnery 3D, starship gunnery 3D+2. Move:
10. Blaster pistol (40), comlink, flight suit.

Capsule: Abav Ghart is a two meter tall Gota! who


has turned piracy into a frighteningly lucrative

64

The Star Wars Planets Collection

.....srAP,~===================================:.,!;ls:::e~n~l~v
-WARS
The Broken Hulls
Isen IV's surface is a veritable spaceship graveyard of
crushed hulls. The Void Demon pirates have stripped
the ships of valuable goods
and any replacement components they needed for
their craft. While most of the
obviously useful gear and
cargo has been removed, the
characters will still be able
to access the computer library data banks, providing
opportunities to learn of new
worlds, valuable lost treasures and other items of tremendous value. Some of the
devices on board the ships
are still functional, so if characters search the ships long
enough they might find
something of worth or use to
them. Almost all of the ships
are tramp freighters or bulk
freighters.

Tunnels of (sen IV
All of the tunnels of Isen
IV are the result of the incessant tunneling of the Morvak.
The interior of the planetoid
is completely devoid of atmosphere, and is chillingly cold. The tunnels are about one meter in
diameter, and are littered with chunks of rock left
floating in the zero gravity environment after the
claws of the Morvak cleared away debris. Glow
rods can only illuminate a very small radius
because of the thick debris and the dark coloration of the rock. It is foolhardy to attempt to
navigate the tunnels without complete knowledge of their layout (only Abav Ghart knows the
paths within the planetoid). The tunnels wind
through the rock at many different odd angles,
making for a very complex three-dimensional
maze of caverns.

Morvak
The Morvak are unusual creatures that derive
all of their sustenance from rock. They require
neither gravity nor atmosphere for survival. They
have several muscular tentacles that secrete a
strong acid, which breaks rock down into basic
components. The tentacles then absorb the released oxygen and basic nutrients.
The creatures have two pairs of limbs for
movement, as well as two great clawed limbs that

The Star Wars Planets Collection

are used to carved through hardened rock. Their


bodies and limbs are covered with a bony exoskeleton, providing armored protection.
Their tentacles house a sophisticated series
of organs that generate vibrational echoes. By
placing their tentacles on rock, Morvak can send
vibrations into the rock and determine what lies
beneath the surface layer of rock. If nutrients are
discovered, they will tunnel into the rock. Most
areas inhabited by Morvak are riddled with caverns of every size, direction and angle.
The Morvak also have a sophisticated means
of camouflaging themselves: they absorb rock
coloration into their bodies so that their exoskeletons take on the hue of the rock that they have
been dining on. Within a few days Morvak are
able to perfectly blend into the area they inhabit.
If Morvak are ever deprived of nutrients, they
can place themselves in suspended animation,
although they will immediateiy reawaken if their
vibrational sensors sense an influx of nutrients.
Morvak are asexual, and young grow in a pouch
on the underside of the creature. The Morvak
have several dozen different chromosomes, but
activate only a portion of them (the activated
chromosomes are different from individual to
individual). In this manner, new members of the

65

RR...
-II,s~e:!:!n.!,::::v~================================:::;n:~
WARr"

ISEN IV DIAGRAM

Void Demon Pirate Base


Security Sector ------11Prisoner Holding Cells
Treasure Vaults'
Life Support

-~~...J1~;!db!db+~~

Laser
Cannon

Launch Bays

Main Building
Member Quarters
Kitchens

Lounges
MechanicalsfDroids
Library

Control
Tower

Turbolaser
Battery

.. '
species can be different from their parent, even
though there is an identical genetic pool.
The Morvak are social creatures that comb
their caves in packs. The are protective of one
another and work together to repel invaders and
perceived threats. Typical means of defense include collapsing caves on top of or beneath
invaders or attacking them outright with their
acidic tentacles. If an "invader" refuses to fight or
defend itself, curiosity may overwhelm fear, and
they may actually attempt to make contact. While
their needs and motivations are vastly different
than most other carbon-based life forms, they
can be quite interesting companions.

66

_Marvak
Type: Tunnel creature
DEXTERITY 2D
PERCEPTION 2D
Mineral detection 40
STRENGTH 5D

Special Abilities:
Armor: A Marvak's hard exos.keleton provides +ID to
resist energy and +20 to resist physical attacks.
Claws: STR+ID damage.
Tentacle Acid: 4D damage.
Rock Eaters: Marvak survive by tunneling through rock
and ingesting released compounds.

Space Survival: Marvak can survive in the vacuum of


space.
Move: 6
Size: 0.7-1.3 meters long
Scale: Creature

The Star Wars Planets Collection

.....srA.RIi~===================================~J~o:r:ra~I~1a
-WARS

Joralla
Joralla

Joralla
Type: Temperate Jungle
Temperature: Hot

Atmosphere: Type I (breathable)


Hydrosphere: Moderate

Gravity: Standard
Terraln: Ocean, jungle. mountain/jungle

Length of Day: 26 standard hours


Length of Year: 310 local days
Sapient Species: Humans, Tikiarri
Starport: Landing field

eN)

Population: 10 million (Tikiarri, estimated), 20 or less


(Humans)

Planel Function: Homeworld


Government: Unorganized tribes

Tech Level: Stone

System: JoraJla
Star: Jaska (red giant)
Orbilal Bodies:
Name
Planet Type.
Manalin
poisonous searing rock
Grall
poisonous temperate
Joralla
temperate jungle

Moons

o
o
o

World Summary
The planet of Joralla is dominated by tropical
jungles. The red giant star bathes the planet in
crimson light.
This world is home to an extremely hostile
species known as the Tikiarri. There has been
talk of quarantining the planet.
A world of uncommon beauty and peril, Joralla
is a monument to temptation. For those willing to
take the risk, there are potentially vast mineral
treasures to be found, as well as creatures which
could command high prices on other worlds. The
wise explorer will attempt to come to some arrangement with the Tikiarri to allow safe passage.

System Summary
Joralla, the third planet of the system after
which it was named, is a tropical paradise filled
with lush trees, wondrous flowers, and incredibly varied species of animals. Joralla's companion planets, Manalin and Grall, have poisonous
atmospheres and no commercial potential.

The Star Wars Planets Collection

The lush tropical rain forests of Joralla tend to


conceal a topography that is as lovely as it is
diverse. Huge waterfalls cascade from the tops of
mountains, pummeling chasms ripped into the
very bedrock by earthquakes of unimaginable
power. Plateaus hundreds of kilometers wide are
dotted with winding rivers and huge forests.
Imposing mountain chains cover the three main
continents, with volcanoes mixing in with peaks
thought long dead. A world of savage beauty, the
volcanoes and forests overlook the the expansive, rich oceans of deep blue water.
The atmosphere of Joralla is perfectly suited
for oxygen-breathers. Tremendous weather and
seasonal fluctuations make for abrupt climate
changes from month to month, with temperatures varying from a peak of 50 degrees celsius
(at the height of summer in the equatorial zones)
to a low of -35 degrees celsius (in the polar
regions during winter).

Life Forms of Joralla


The flora and fauna ofJoralla is remarkable for
its beauty and diversity. The thick jungles are
home to thousands of different species of trees,
bushes and ferns. Hidden among the lush and
colorful plant life are a wide range of insects,
mammals, birds and reptiles. The cooler forest

System Datafile
Joralla system, star: Jaska, red giant. Three planets in
system. Third planet, Joralla, is terrestrial but has been
placed under unofficial quarantine by Imperial Moff Seylas.
Joralla is a dangerous, primitive jungle world with many
predators. A local species, the avian Tikiarri, conduct
some trade with freighter captains, but their savagery
prevents stable trade agreements. The Tikiarri crave high
technology weapons; further introduction to standard
Imperial technology levels is "strongly discouraged" by
the Moff's office.

67

-JJ02r~a!!!I/~a~================================:::;~ITAR...
WA~

regions are home to many similar species of


plants and animals. Joralla's wilderness offers a
varied and tasty diet to any who are stranded,
with fruits and vegetables in abundance, and
many different kinds of wild game.
Some of the most nutritious fruits on the planet
are the giant redspars. Nearly a half meter across,
with a brilliant red skin, these fruits can be found
all over the planet. Many of the best-tasting berries come from the tequa bushes, which are barely
50 centimenters tall, yet whose branches can be
many meters long. Many plants on Joralla have
defense mechanisms, such as the brilliant blue
kewafi flowers, which shoot poison barbs.

.Wulkarsk
Type: Jungle predator

DEXTERITY 3D
PERCEPTION 2D
Search 40, sneak 5D

STRENGTH 3D

Special Abilities:
Claws: STR+ ID damage
Move: 16

Size: 1.5-2 meters long, up to 1.5 meters tall


Scale: Creature

Capsule: Wulkarsks are six-limbed beasts weI/adapted to hunting. They have two distinct torso
sections: the lower torso has four legs and prOVides
a low center of gravity. The upper torso has one

pair of clawed limbs, with the neck and head at the


top of the upper torso. Each limb has three digits,

each with a long claw, and a rear claw at the back of


the foot or the base of the wrist. Wulkarsk have

68

set just above the jawbone but below the eyes. The
wulkarsk are the largest members of the family
wulkenso, with several closely related animal spe-

cies also found in the jungles and forests of the


planet.
Wulkarsk eat creatures up to Human-sized. They
attack without mercy and only flee if severely in-

jured. They are adept at tracking prey through the


jungles undetected by their targets.
The native Tikiarri have trained some wulkarsk
as hunting beasts. Wild wulkarsk are always found

alone, prowling the jungles of the planet. If being


used by the Tikiarri, they hunt in packs, and their
attack will be followed by the arrival of their masters.

.Oslet
Type: Climbing herbivore

DEXTERITY 10
PERCEPTION 3D
STRENGTII2D
Move: 15 (climbing), 12 Oumping)

Size: Up to 3 meters tall


Scale: Creature
Orneriness: 20
Capsule: Another creature common to Joralla is the
oslet. The large herbivore has three pairs of limbs,
but also has a three sectioned torso for great mobility. The lowest set of limbs is long, thick and well-

muscled for jumping, while the middle and upper


limbs are shorter and better adapated for climbing.
Oslets consume tree leaves, fruits and vines, and
they make their nests in the upper limbs of Joralla's
towering sio trees. They have elongated, flexible
necks and small, triangular heads with long snouts.

elongated snouts, with four eyes (two forward look-

They can turn their heads 360 degrees. They are

ing and two backward looking) and elongated ears

normally deep red and brown.

The Star Wars Planets Collection

--ITAI;R~===================================..;!J~O~ra~I~la
-WARS
The Collapse of the Wasilsi
intelligent than the Tikiarri.lt is considered highly
There is ample evidence that Joralla was once a
world that supported two intelligent species. In
unlikely that the bird-creatures hunted their rivals
into extinction. The question thus remains: what
addition to the Tikiarri, there was a race of humanoids called the Wasilsi. The remains of their vilhappened to them?
Beyorth Gommdora, a sentientologist with the
lages and religious temples can be found buried in
the soil of the world or under plant overgrowth.
University of Huvveck, suggests that a plague was
responsible for eliminatingthe Wasilsi. Gommdora's
Many metal artifacts, statues of religious figures,
admittedly limited research into the past of Joralla
and even parchment scrolls written in a long-dead
language have been uncovered. They created many
(due to the ongoing conflicts with hostile Tikiarri
tribes) shows little similarity between the strucworks of art and used gold and other valuable
ture of the Wasilsi and other creatures of the
metals.
planet. He theorizes that the Wasilsi were someThere is little doubt that the Tikiarri and the
how "seeded" on Joralla, either as a colony deliberancient Wasilsi people were enemies for many
ately established, or the survivors of a ship that
years. Much of the art found on the walls of the
ruins depicts the great battles of these two civilizawas forced to crashland on the planet. Thus they
may not have had a natural immunity to bacteria or
tions. Based on skeletons discovered in early research missions, it has been determined that the
viruses to which the Tikiarri were resistant. If this
Wasilsi were much stronger and apparently more
theory proves to be correct, it is entirely possible
that the planet still harbors these germs.
Oslets are easily frightened and ,viII flee rather
than fight. They are timid, but are easily trained as

mounts (although the Tikiarri have never used

them as such, pre(erring to use wullkarsk to hunt


them). They are adept at quickly moving among the
trees of the jungle and are a perfect replacement for
repulsorlift vehicles, especially since the jungle is

often too dense for speeder bikes or swoops.

Current Status
Joralla is seen by most nearby systems, and the
Imperial Moff of the sector, as a nuisance. It offers
virtually no economic benefit and seems to be at
the center of constant controversy. Unabletoquarantine the system without approval from his superiors, Moff Debin Seylas has acquisced to the demands of Joralla's neighbors, and has posted a
regular patrol of the system. Ships entering the
system are warned of the potential danger, while
ships exiting the system are often searched to see
if they are transporting any of the bothersome
Tikiarri. Seylas only wants to do the bare minimum
to keep the Imperial governors quiet, without deploying a significant amount of military personnel
or equipment to this bothersome system.

Imperial Patrol Craft


Moff Seylas' solution to the so-called "Joralla
Problem" is a pair of Skipray Blastboats, which
perform regular patrols of the system - normally, a Blastboat is dispatched once per week
for a 36-hour rotation.
While Blastboats aren't the most powerful
ships in the fleet, they are normally more than
enough to contain the independent freighters
that sometimes visit Joralla.

The Star Wars Planets Collection

Tikiarri
The Tikiarri are a tribally-based avian species
whose reputation is sufficiently fearsome to keep
the faint of heart from visiting Joralla. While the
Empire acknowledges no threat from these creatures, many local systems have had unpleasant
experiences with the Tikiarri, who seem to have no
respect for the rule of law. Since the Empire has
refused to consider requests for an official quarantine of the planet, neighboring systems have found
it difficult to control the Tikiarri. On many nearby
planets, any ship whose crew mentions it has
visited Joralla is promptly searched for Tikiarri,
who are either executed or imprisoned, and the
ship is forced to depart immediately.
These flying beings can be found throughout
the jungles of Joralla. The Tikiarri are perfectly
designed for flight - light, hollow bones, large
wings, a razor sharp beak and excellent eyesight.
They are carrion eaters, and have come to rely
on a predatory animal known as the wulkarsk to
provide them with food. The Tikiarri breed the
wulkarsk, both for ferocity and for the ability to
follow simple commands. The Tikiarri hunt by
turning loose a group of wulkarsk, then tracking
their progress while gliding on the air currents.
Once an animal has been killed by the wulkarsk,
the Tikiarri swoop down upon the scene and
feast, often bringing scraps back to the nesting
area for other members of the tribe.
The Tikiarri are highly competitive both within
the tribe and with neighboring clans. fnter-tribal
warfare is a constant of life.
Tribes are theoretically ruled by the bravest
and most capable male, but in reality the most

69

_
WARS""""
JJ'02:r~a!.!:"~a!.:===================================~'TAA...
Flight. Time to use: one round. This is the skill used for
flying. Beginning Tikiarri begin with a flight movement of
15 and may improve their flying Move as described on

page 15 of Star Wars, Second Edition.


Move: 4/6 (walking). 15/20 (flying)
Size: 1.5-1.75 meters

Adventure Idea

devious male eliminates all other contenders


and assumes control of a tribe by default. Tribal
leaders are extremely fortunate if they survive
their first year of rule.
Tikiarri have a natural life span of about 30
local years, but most males die in combat or
during hunting by age 20, and most females die
before age 20 because they are forced to produce
young as soon as they are able (between eight
and 10 years of age).
What makes the Tikiarri especially dangerous
to visitors is their interest in advanced weaponry. Since a foolish trader introduced the wonders of blaster technology, the avians have spent
an inordinate amount of time trying to acquire
more weapons. In fact, "hunts" will often revolve
around trying to kill off-worlders for their weaponry. Most tribes have at least one or two blaster
weapons, always held by the tribe's leader.

Tikiarri

Attribute Dice: 110+2

Attribute Minimum/Maximums:
DEXTERITY 10/30+2
KNOWLEDGE 10/20+2
MECHANICAL 10/20
PERCEPTION 20/40+2
STRENGTH 10/30
TECHNICAL 10/20+2
Special Skills:
Strength skills:

70

Adriav Kavos, captain of the freighter /silia,


has acquired a vital Alliance data disk. He has
agreed to meet a buyer on Joralla, where he and
his crew will receive a small fortune for their
efforts. The characters have been ordered to
retrieve the disk, which is hidden inside the
modified stock of a blaster rifle.
The /silia made its way to the Joralla system
free of incident, and the characters' orders indicate that they have less than one day to recapture the data disk. The following is a timetable for
various events in this adventure: the implications and responses to these events will have to
taken into account by the gamemaster. All times
are "local" for the landing site of the /silia.
Late Afternoon: The characters' ship arrives in
system. First priority is discovering the location
of the/silia - perhaps the characters were smart
enough to check with their contacts before starting out on this adventure. If not, they will have to
use a sensor sweep (and during the minutes they
will have to stayin orbit, it is highly likely that the
/silia will detect them). The /silia has landed in a
clearing adjacent to a Wasilsi temple. They may
opt to pose as independent traders, making a
"friendly call on fellow traders before meeting
the locals." The crew of the /silia may actually be
friendly upon first encounter.
Late Evening: A nearby and highly aggressive
Tikiarri tribe attacks (either the /silia, the characters' ship, or both). They are trying to capture the
blasters ofthe various "invaders." If they are quite
successful, they may overrun whoever is holding
the data disk and capture the modified blaster rifle
in which the disk is hidden. The strength of the
attacking force and their persistence should be
modified according to the skill of the characters,
whether or not they will actually be involved in the
combat or be observers, and whether it is desireable
for the Tikiarri to capture the data disk.
Early Morning: The buyer of the data disk arrives, with a full complement of gun-toting "assistants." What the characters don't know is that he is
actually an Imperial spy who will not only take the
data disk, but has called both Skipray Blastboats
into the system to capture the /silia.
Naturally, this pattern of events will probably
wreak havoc with the characters' plans. This is
as it should be. The point of this adventure is to
reinforce the notion that everyone, the crew of

The Star Wars Planets Collection

.....ITAIliR~=====================================~J~O~r~a~1I~a
_AU

the Isilia, the characters, the Tikiarri, even the


Imperial spies, are playing pieces in a deadly
game for the fate of the galaxy.

Adventure Personalities

deal on this data disk done - and doesn't see the


Imperial trap he is about to fall into. He has no
respect for the Empire, but doesn't care for the
Alliance's cause either.
Adrian Kavos
Type: Struggling Freighter Captain

Adriav Kavos
Adriav Kavos is captain of the freighter Isilia
and has been running the star lanes for years.
He's never been too successful, but has never
been so destitute that he gave up on cargo hauling. He is a wanderer by nature, lacking direction
in business and life in general.
He appears much older than he his true ageyears of trying to pay his bills in a very dangerous
and competitive business have caught up with
him. Kavos is desperately seeking that "one big
one" that will allow him to payoff his bills and
retire in style (or at least keep him occupied with
a steady stream of liquor). He seems to be likeable enough, but he is neither bright, trustworthy nor talented.
He got his hands on the datadisk by having his
crew take out some "suspicious looking" tramp
freighter crew members in a spaceport on the
other side of the sector. They turned out to be
Rebels and he realized the disk he stole was
worth a fortune. He is obsessed with getting the

The Star Wars Planets Collection

DEXTERITY 2D+2
Blaster 40+ 1, dodge 3D+2
KNOWLEDGE 3D

Bureaucracy 40+2, cultures 30+2, languages 50, planetary systems 40+2


MECHANICAL 3D+2

Astrogation 4D+2, space transports 60


PERCEPTION 3D
Bargain 50, command 30+2, con 40+2
STRENGTH 2D
TECHNICAL 3D+ 1

Demolition 40, space transports repair 50+2


Character Points: 2
Move: 10
Equipment: Blaster pistol (40), comlink

The Crew of the Isilia


Gezzov-tak
Type: Arcona Henchman
DEXTERITY 2D+ 1

Blaster 3D+2, dodge 40, melee combat 20


KNOWLEDGE ID+ 1

Streetwise 3D
MECHANICAL ID+2
PERCEPTION 2D+1
Hide 3D, search 50, sneak 4D

71

_
WAIU""""
JJ'O~r~a!!!lI~a===================================::;:'TAR

STRENGTH 2D+2
Digging 4D+2
TECHNICAL ID+ 1
Special Abilities:
Senses: Arcana have weak long distance vision (+10 to
difficulty level of all tasks involving vision at distances

greater than 15 meters), but excellent close range senses


(+ 10 to all Perception skills involving heat, smell or movement when within 15 meters).
Thick Hide *: Arcana have tough, armored hides that add
+ ID to Strength when resisting physical damage.
Talons: + ID to climbing, Strength (for damage with brawling attacks) or digging.
Salt Weakness: Gezzov-tak is addicted to salt. He must
have 25 grams of salt per day or he suffers -ID to all
actions.
* For more information, see pages 15-16 of Galaxy Guide

4: Alien Races, Second Edition.


Character Points: 1
Move: 8
Equipment: Blaster pistol (40), comlink, datapad

Nabkess
Type: Ortolan Henchwoman
DEXTERITY 10+2
Blaster 3D, dodge 30+2
KNOWLEDGE2D
MECHANICAL 10
Starship gunnery 3D
PERCEPTION 2D+I
STRENGTH 2D+2
TECHNICAL 2D+I

7Z

Computer programming/repair 40, space transports repair 50


Special Abilities:
Foraging: Any attempt at foraging food gets +20.
Ingestion: Ortolans can ingest large amounts of different
types of food. They get + 10 to resist any type of poison.
For more information, see pages 69-70 of Galaxy Guide 4:
Alien Races, Second Edition.
Move: 6
Equipment: Sack of food, blaster pistol (40), comlink

Segken Tels
Type: Quarren Henchwoman
DEXTERITY 2D
Blaster 3D, dodge 30+2
KNOWLEDGE 10+2
MECHANICAL 2D
Starship gunnery 40
PERCEPTION 2D+1
Bargain 40, con 40+2
STRENGTH 2D+I
TECHNICAL 10+2
Special Abilities:
Aquatic: Quarren can breathe both air and water and can
withstand extreme pressures found in ocean depths.
Move: 10 (walking), 12 (swimming)
Equipment: Blaster pistol (40), datapad, comlink

The Star Wars Planets Collection

.....sTA,IIiRF===================================.:J~O~ra:!.I~1a
_AU

The Isifia

Craft: Modified Ghtroe Industries class 440 freighter


Type: Modified freighter
Scale: Starfighter
Length: 28 meters

Skill: Space transports, starship gunnery


Crew: 2, gunners: 2, skeleton: 1/+5
Crew Skill: See slats above

Passengers: 4
Cargo Capacity: 100 metric tons

Consumables: 2 months
Cost: 18,500
Hyperdrlve Multiplier: x3
Hyperdrive Backup: xI5
Nav Computer: Yes

Maneuverability: 10

Space: 4

The Star Wars Planets Collection

Atmosphere: 280; 800 kmh


Hull: 4D
Shields: 10

Sensors:

Passive: 12/0D
Scan: 25/ID
Search: 35/2D
Focus: 3/30

Weapons:
2 Laser Cannons
Fire Arc: Turret
Crew: 1
Skill: Stars hip gunnery

Fire Control: 20
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 20

73

I\iM!lu~t~a~n!:id!:a!.:====================================~'TAR...
WARI""""

Mutanda
Mutanda
Type: Temperate plains

Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist

Gravity: Light
Terrain: Ocean, plains, hill/forest. forest. jungle
Length of Day: 18 standard hours
Length of Year. 267 local days

Sapient Species: Horansi (N), Humans


Slacport: 1 standard class
Population: 120 million
Planet Function: Homeworld, mining
Government: Tribal

Tech Level: Feudal/industrial


Major Exports: Illegally poached animals
Major Imports: Mid tech, foodstuffs, luxury goods
System: Killaniri
Star. Killaniri (yellow)

Orbital Bodies:

Name

Planet Type

Mutanda

temperate plains
barren moon

Justa
Killaniri

gas giant

15

Moons

World Summary
The Killaniri system is one of the largest suppliers of prothium blaster gas to the Empire.
Becauseof the vast economic worth of Killaniri,
the plains world of Mutanda stands ready for
System Oatafile
Killaniri system, star: Killaniri, yellow star. Two planets
in system. Killaniri, a gas giant, is home to an orbiting
prothium gas mining station. The inner planet, Mutanda, is
terrestrial.
Killaniri's gas mining elorts are controlled by BlasTech
Corporation, Czerka Weapons and Blethem Gas Industries, the giant weapons corporations. Due to the strategic
value of the prothium deposits, there is a sizeable Imperial
Naval presence in the system. Justa starport, the only
starport in the system, is owned by the corporations.
Mutanda is home to a sentient species, the Horansi. In
order to retain their peaceful way of Iifewhilestill benefitting
from the influx of credits due to the mining, the Horansi
authorize many "safari" hunting expeditions.

74

startling economic growth. Mutanda's second


satellite, Justa, has the only sizeable starport of
the system. As such, many workers and goods
pass through the corridors of the vast starport,
purchasing the wares and services of the Horansi
traders.
Mutanda is a rolling land of grasslands, jungles,
and natural wonders. The sentient species, the
Horansi, are actually divided into four distinct
subspecies. In addition to the Horansi, the world
has many different species of big game animals,
resulting in a booming legalized safari trade.
However, the encroachments of poachers may
result in the extinction of many species of
Mutandan wildlife.

System Summary
The Killaniri system is an important part of the
Empire, and sports both a gas giant rich with
prothium blaster gas (Killanir!) and a world with
its own sentient species (Mutanda). It is a valuable trade system with much wealth, but little
political influence.
Killaniri is controlled by outside forces. The
great weapons corporations, led by BlasTech
and Czerka, have complete control over the gas
mining on Killaniri. Therefore, faceless bureaucrats many systems away make all of the decisions regarding the development, management
and growth of the system.
As far as Mutanda and Justa are concerned,
everyone on these facilities is either in the employ of the weapons corporations, or providing
products and services for these people.
The sentient Horansi of Mutanda have found it
more desirable to retain a primitive and war-like
lifestyle. They don't seem to desire uniting their
people, and instead are fractionalized and manipulated by petty criminals, the great corporations, poachers, and untrustworthy but powerful
tribal leaders. It seems that Mutanda will simply
remain another petty system under the iron grip
of the Empire.

The Star Wars Planets Collection

.....sTA.IiP~==================================:.!M~u!:ta:!.!n~d~a
-WARS

Killaniri
BlasTech Corporation's prothium refining station floats 40,000 kilometers up from the swirling
green, yellow and orange clouds of Killaniri. The
planet itself is 154,000 kilometers in diameter,
with an atmosphere mixture of prothium, rethen
and ammonia compounds. Incredible storms
sweep the thick atmosphere, constantly churning the volatile gasses of Killaniri.
Into this mixture fly the gas collectors of
BlasTech. Controlled remotely from the space
station, and kept in check by droids, the gas
collectors are larger than most tramp freighters.
Plunging through the atmosphere, the various
gasses of Killaniri are passed through huge filters
and processing stations, extracting only the
prothium.
The prothium is further processed into usable
blaster gas at the refining station, as it is passed
through a complex series of filters and pressure
chambers containing pure rethen.
The economic worth of the system, and the
Empire's desire to prevent marauders and Alliance forces from. acquiring large amounts of
blaster gas, has resulted in a permanent and
impressive Imperial presence in the system. The
escort carrier Terrup and the Dreadnaught-class
heavy cruiser Disorver are stationed on permanent patrol in this system. There are also two
Imperial customs corvettes for regular patrol
duty. They are serviced by a small [mperial base
on the moon of Justa (about 10 kilometers from

The Star Wars Planets Collection

the starport), which has a troop complement of


600. An additional 600 troops have been stationed aboard Justastarport for customs and law
enforcement purposes. This is in addition to the
corporate enforcers employed by the companies

Justa Starport
The Justa starport is a great subterranean
complex, with surface-level docking facilities for
up to 50 light freighters. Larger bulk transports
are assigned orbits around the satellite. Jointly
owned by BiasTech Corporation, Czerka Weapons and Blethern Gas Industries, this is truly a
corporate facility. Al[ of the personnel are dependent upon the corporations and the prothium
refining stations for their livelihood. Ships not
owned by these corporations are charge exorbitant fees for the services the starport provides
(about 200 percent of standard costs).
However, there is also a great deal of opportunity aboard the starport, which is a bustling
trade city. The companies generally ignore illegal activities if they are handled with tact and
secrecy, and the station has become a haven for
mercenaries. Many Horansi have come to the
station and can be hired out as scouts, or can be
very useful in opening up trade with Horansi
tribes on the surface of Mutanda. A great deal of
trade is also geared to the many hunting expeditions that come to Mutanda, since most of these
tourists have a great deal of disposable income.

75

-I\IM~U!!t~a!:!n~d.2a==================================::;:'TAA...
WARS"'""

Mutanda
Mutanda, like the Killaniri system, has been
part of the galactic community for hundreds of
years. Primarily, Mutanda is just a planet for
exotic hunting vacations and it is easily accessible because of the spaceport on the satellite of
Justa.
Mutanda is primarilya temperate plains planet,
with wild, open grassland, dotted with copses of
trees. The planet is generally warm and arid, with
light gravity, few rains and a light but breathable
atmosphere (Type I). The arid plains have few
rains (primarily at the onset of the cooler winter
season), and are often under drought conditions.
The rare streams, rivers and watering holes are
areas of prime contention amongst rival Horansi
tribes and wild animal herds. The mountain and
forest regions see much more rain, also primarily
during winter, but they are still quite dry and
water is a precious commodity.
Many "common" species of the galaxy are also
found on Mutanda. Several species grow to larger
than typical sizes on this world, and invariably,
all of the species are aggressive and dangerous
- Mutanda is a harsh world with no room for the
weak.

Animals
The great game animals of Mutanda are famous throughout the sector because of their
ferocity and cunning. The difficult conditions of
the world have bred hardy and crafty creatures
that know how to blend into the natural terrain
and escape pursuit.
Because of the explosive growth of hunting as
.an industry, the Gorvan Horansi have begun
issuing hunting permits to visitors (the basic fee
is 100 credits per hunter per day). These permits
are honored by the Empire (especially since the
corporations owning Justa starport and the Imperial governor receive a huge share of the permit fees). On the planet, anyone caught hunting
without a permit is subject to huge fines (upwards of 10,000 credits) and imprisonment. On
Mutanda, the Gorvan spend a great deal of time
hunting down poachers, although the other
Horansi races harass licensed hunters since the
Gorvan permits allowthe hunting of other Horansi
sub-species. The following are some ofthe more
prominent game animals on the world.

Kalan
Standing a full three meters tall, these brown
and yellow herbivores are found in huge herds
that roam the grasslands of Mutanda. They have
four limbs, with elongated bodies, short necks
and broad heads. They have a pair of large tusks.

76

Unlike many species of herbivores, kalans will


not abandon weak members to predators instead, the herd acts as a unit in defending itself
when attacked, making them very dangerous.
They work in a group, with two or three individuals which try to lure a predator into the center of
the rest of the herd, which then descends on the
would-be stalker. As the predator closes in for
the kill, the other kalans charge the creature with
their tusks, hoping to stampede or gore the attacker. While they are no challenge for powerful
ranged weapons, they are deadly in close combat. They are a favorite food of the Horansi
people.

Kalan
Type: Grazing herbivore
DEXTERITY 4D
PERCEPTION 3D
STRENGTH 2D+1

Special Abilities:
Tusks: STR+2D damage.
Trample: STR+2D+1 damage.

Move: 28
Size: Up to 3.4 meters tall at the shoulder
Scale: Creature
Orneriness: 4D+2

Hokami
Hokami are short hunters of the Mutandan
plains and one of the chief threats to the kalans.
Their bodies can be up to five meters long but
they are only about one to one and a half meters
tall. With sharp claws and huge teeth, the creatures are quite capable of bringing down most
animals on the plains.
They have great skill at sneaking through
Mutanda's grasses unseen. They are very aggressive and will attack virtually any creature. They
often mistake repulsorlift vehicles for prey.
Hokami
Type: Stalking predator
DEXTERITY 4D+2
PERCEPTION ID
Sneak 5D+2
STRENGTH 5D+ I

Special Abilities:
Claws: STR+2D damage
Teeth: STR+ ID damage
Move: 24
Size: Up to 1.5 meters tall at the shoulder
Scale: Creature

Yeat
The sharp-horned omnivorous yeat are known
on many worlds as peaceful grazers, but they
have evolved into aggressive predators on
Mutanda. More than a few tourists have moved
towards a yeat male, an outstretched hand filled
with grains, only to feel the steely horns of the
beast as it leaves the grain behind for fresh meat.
They are commonly found near the great watering holes on the plains of Mutanda, as well as

The Star Wars Planets Collection

--STAA"~==================================~M~u~t~a~n~d~a
-WARS
in mountainous ranges. Their speed is unmatched
on Mutanda and their ability to change direction
through great leaps gives them great advantages
in the hunt.
They have four limbs, with thick black and
brown hair. Short, sturdy and designed forspeed,
they can run through the grasses with amazing
quickness. They are found only in mated pairs, or
perhaps with young (lillers average three to four
new pups).
_Yeat
Type: Omnivore
DEXTERITY 3D
PERCEPTION 10

STRENGTH 2D+ I
Special Abilities:
Horns: STR.ID damage
Move: 29
Size: Up 10 1.5 meters lall at the shoulder
Scale: Creature

Horansi
The Horansi are carnivorous hunters who are
divided into four distinct sub-species. They share
some common characteristics. Bipedal, they walk
on two legs, although they run using all four

limbs for locomotion. All Horansi are covered


with thick hair of varying coloration, dependent
upon subspecies. The Gorvan Horansi have a
thick mane of hair trailing down the back of their
skulls and necks, while the Kasa Horansi have
thick, striped fur and tufts of hair behind their
great triangular ears.
All Horansi have excellent vision in low-light
conditions, but only the Mashi Horansi are nocturnal. Horansi have an atypical activity cycle,
with alternating periods of rest and activity, normally four to six hours long.
Horansi sub-species can cross breed, but these
occurrences are rare, primarily due to cultural
differences. The Gorvan Horansi are an exception, and have been known to forcibly take wives
from other Horansi groups.

Kasa Horansi, the Striped Masters


These orange, white, and black-striped beings
are the most intelligent of the Horansi races.
They are found predominantly in forest regions.
They are second in strength only to the Gorvan.
The Kasa Horansi are brave, noble and trustworthy. They despise the Gorvans for their shortsighted nature. Many Kasa can befound through-

Gorvan
Horansi
Treka
Horansi

The Star Wars Planets Collection

77

ftlM~U!!t::!a.!ln,gd.:!a==================================::;N'TAA...
;,;
WAIU""'""
out the starport on Justa, and a few have even left
their home system to pursue work elsewhere.
The Kasa Horansi get along with each other
surprisingly well, and inter-tribal conflicts are
rare, although they have been known to cross
into the plains and raid Gorvan settlements. They
have developed agriculture, low technology
goods (such as bows and spears), and, through
the trading actions of their representatives on
Justa, have purchased some items of high technology, such as blasters, medicines and
repulsorlift vehicles.
All tribal leaders are albino in coloration. This
seems to be a tradition that was adopted many
thousands of years ago, but still holds sway today.
The KasaHoransi are curious about the strange
galaxy beyond their home planet. Given the
chance, many would be eager to leave their
homeworld behind.
Kasa Horansi
Attribute Dice: 120
Attribute MinimumfMaximums:
OEXTERITY 10/30
KNOWLEDGE 20/40+2
MECHANICAL 10/30+2
PERCEPTION 10/40
STRENGTH 20+2/50+2
TECHNICAL 10/20+2
Story Factors:
Technologically Primitive: Kasa Horansi are kept technologically primitivedue to the policies of theGorvan Horansi.
While they are fascinated by technology (and once exposed to it will adapt quickly), on Mutanda they will
seldom possess anything more sophisticated than bows
and spears.

Move: 12/15
Size: 2-2.7 meters tall

Gorvan Horanst the Lords of War


Through strength of numbers and a war-like
nature, the golden-maned Gorvan Horansi are
the de facto rulers of Mutanda. They actively
encourage hunting, and they have no qualms
about hunting other Horansi races. Gorvan
Horansi are polygamous: a tribe is composed of
one adult male, all of his wives and all of the
children. As a Gorvan's male children reach maturity, there is a battle to see who will lead the
tribe. The loser, if he is not killed in the battle, is
free to leave and establish a new tribe. Many
Gorvans in recent years have found employment
at the spaceport on Justa.
The Gorvan Horansi have purchased many
more weapons than the Kasa, but have shown no
interest in the other benefits of technology.
Through sheer numbers, they are able to control
the other Horansi races, but they don't have
complete control over the situation. Imperial
representatives have only recognized and accorded rights to the Gorvan, or specific individuals from other groups if they are "sponsored" by
a Gorvan.
Gorvan Horansi are war-like, belligerent, deceitful and openly aggressive to almost anyone.
They dominate the plains of Mutanda and have
been able to control the planet and the interactions of off-worlders with the other Horansi races.
Gorvan Horansi
Attribute Dice: 120

Atbibute Minimum/Maximums:
OEXTERITY 20/50
KNOWLEDGE 10/20
MECHANICAL 1O/2D+2
PERCEPfION 10+2/40
STRENGTH 10/30+2
TECHNICAL 10/30
Move: 12/14

Size: 2.6-3 meters tall

Mashi Horansi, the Night Stalkers


Lone, solitary, sleek, and black, the Mashi
Horansi stalk the small jungles of Mutanda with
great cunning. They are the only species of
Horansi that remains nocturnal like their ancestors, and thus have a great advantage over the
other Horansi races. They are very quiet and are
rarely, if ever, seen by any but the most skilled of
scouts and hunters. They mate once for life and
the males raise the young. Because of their beauty,
stealth, and rarity, their skins are the most prized
of all Horansi.
Mashi Horansi make use of technology when it
is convenient, but are still uncomfortable with
many aspects of it. The Mashi who have moved to
Justa have adapted well, discovering a natural
aptitude for many skills.
Solitary, superstitious and nocturnal, Mashi
Horansi are unpredictable. They are the prime

78

The Star Wars Planets Collection

.....sTA,IIIP~==================================:.!M~u:!:ta~n~d~a

-WARS

target of poachers on Mutanda and accept this


with a mixture of resignation and pride. A Mashi
feels that if he must be the target of hunters, let
him take a few with him.
Mashi Horansi
Attribute Dice: 120
Attribute Minimum/Maximums:
OEXTERITY 10/40+2
KNOWLEOGE 10/30+3
MECHANICAL 10/30
PERCEPTION 30/50
STRENGTH 10/40+I
TECHNICAL 10/20+2

Special Abilities:
Keen Senses: Mashi Horansi are used to nighttime activity
and rely more on their senses of smell, hearing, taste and

touch than sight. They suffer no Perception penalties in


darkness.

Sneak Bonus: At the time of character creation only, Mashi


Horansi receive 2D for every ID in skill dice they place in

sneak; they may still only place a maximum o( 2D in sneak


(2D in beginning skill dice would get them 4D in sneak).

Story Factors:
Nocturnal: Mashi Horansi are nocturnal. While they gain
no special advantages as a race, their life-long experience
with night-time conditions gives them the special abilities
noted above.
Move: 11/14
Size: 1.5-2 meters tall

Treka Horansi. the Rock Dwellers


The best trackers on Mutanda are the shorthaired Treka Horansi. They are the most peaceful of the tribes, as they are safe from most
hunters and Horansi wars in the mountain caves

where they dwell. The Treka Horansi do not


abide the hunting of other Horansi and will take
any actions necessary to stop poachers. Male
and female Treka Horansi share a rough equality
in regards to leadership and responsibility for
the tribe and their young.
The Treka Horansi are the only ones who have
allowed offworlders to develop portions of their
world. They are very protective of their hunting
areas.

Treka Horansi
Attribute Dice: 12D
Attribute Minimum/Maximums:
OEXTERITY 10/40+1
KNOWLEOGE ID/3D+2
MECHANICAL ID/30
PERCEPIlON 20/40+2
STRENGTH 20/40+2
TECHNICAL ID/30+2
Move: 11/15
Size: 2.3-2.6 meters tall

Adventure Idea
The characters are contacted by a Rebel operative and told that they must venture to Mutanda
and captureSw'isi, aMashi Horansi who had joined
the Alliance, but has now deserted, taking important data disks with him. The agent says that the
disks detail an upcoming attack upon an Imperial
fueling depot, and he fears that the Horansi is going
to sell it to the Imperial soldiers on Justa.
The characters have two possible fronts to
cover: the home village of Sw'isi, or the starport
on Justa. They may decide to split up, cover only
one location, or possibly hire some mercenaries

to hunt down Sw'isi.


After severai days with no luck, they finally get
a lead which indicates Sw'isi has returned to his
homeworld, but is actually with an influential
Treka Horansi tribe. Upon arrival at the tribe,
they discover the Sw'isi is actually still loyal to
the Alliance, and returned home to try and rally
support for the Alliance amongst his native
Horansi. The "Rebel operative" is actually an
Imperial agent who knew that Sw'isi was an Alliance member, but could never actually find him.
Sw'isi is wanted for several raids conducted on
Imperial installations throughout the sector.
Unfortunately, the characters have led the Imperial agents, and troops, directly to the Alliance
hero.

Treka Horansi are the most peaceful of the


various Horansi races, but they will not tolerate
poaching. They are curious and inquisitive, but
always seem to outsiders to be hostile and on
edge. They make superior scouts and when angered, fierce warriors.

The Star Wars Planets Collection

79

aR...
-RR~o:!::rd~a~k-=====================================::;;ST.:
WAu-

Rordal(
Rordak
Type: Desolate mountains

Temperature: Temperate
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Arid
Gravity: Light
Terrain: Mountainous desert, desert plains
Length of Day: 14 standard hours
Lenglh of Year: 201 local days

Sapient Species: Humans, Viska (N)


Starport: 4 standard class
Population: 5 million
Planet Function: Homeworld. prisoner detention
Government: Caleisk (monarchy)
Tech Level: Space
Major Exports: Metals
Major Imports: High tech, foodstuffs

System Summary

System: Rordak
Star. Rordak (red giant)
Orbital Bodies:
Name
Planet Type

Rordak

Moons

desolate mountains

World Summary
Rordak is the site of one of the most notorious
Imperial penal colonies in the galaxy. The world
is rich in metals, butthe hostile atmosphere, high
level of geologic activity and the brutal native
species known as the Viska make the world inhospitable.

System Datafile
Rordak system, star: Rordak, red giant. One planet in
system, Rordak, which is terrestrial (Humans must use
breath masks for long term visits to the planet).
Rordak is the site of several Imperial prison work camps.
It is also homeworld to the Viska, who live in a series of
repulsorlift cities. Rordak is dotted by a series of orbital
nightcloak planetary siege devices, although they are used
more for prison camp control (they have no ill effects on
the Viska).
Independent ships coming to Viskasystem must turn to
standard Imperial communication frequencies for landing
instructions. Visiting ships will be sent to one of four main
starports: Dreggusom, Azkulkt, Whosk, or Deggaruls.

80

Prisoners assigned to Rordak are either forced


to work in the dangerous mines or are sold into
slavery, laboring at the behalf of a Viska noble.
Because every prisoner on the world has been
sentenced to life imprisonment, they are considered property of the Empire, to be used as the
prisons' wardens see fit.
The native Viska are a cruel, violent species,
but because they drink the blood of other creatures, they are terrifying as well. Their society is
known for its callous disrespect of the sanctity of
life.

Rordak is the only planet in its system; originally, there were three inner worlds, but they
were all consumed when the star expanded to
form a red giant. Only Rordak survived.
Even though that traumatic event occurred
millions of years ago, the results on Rordak were
dramatic, as seas were scorched, great tectonic
shifts occurred, and most life-forms were killed.
Over the next few million years, entirely new
forms of life evolved, the pinnacle of which are
the Viska.
Rordak has been part of galactic society for
nearly three centuries, and the stories of the
great "blood-sucking fiends of Rordak" (the Viska)
are well known throughout the galaxy. The Viska
have mined their world for precious ores for
centuries, and had advanced to the atomic level
of technology on their own. Once Rordak was
discovered, they quickly embraced space technology when their system was first visited. The
world has been used as a prison world for three
decades.

Rordal<
Rordak is a small mountainous world, broken
and scarred from constant volcanic upheaval.
Huge mountains and deep gorges scar the planet's
surface. Water is rare on this world, and rains,
when they do fall, are highly acidic as a result of

The Star Wars Planets Collection

--ITAIiRi================================.!:R:20!:rd::a~k
_AIU

the constant volcanic ash which is expelled into


the atmosphere. The world's carbon dioxide
heavy atmosphere is extremely fatiguing to most
new comers. The temperature of the world !luctuates wildly, with an average of 45 degrees
celsius during daylight hours, and an average of
5 degrees celsius at night. Seasonal variations
can alter the temperatures up to 20 degrees.
The planet of Rordak is populated by very few
indigenous species. Plants take the form of
stunted trees and brown grasses. A few forms of
grazing animals evolved on the planet, and the
Viska have learned to feed off these animals. With
a constantly expanding population, the Viska
must import great amounts of grain and grasses
to feed the herds. There are few wild animals
remaining on Rordak, and they are found only in
the most desolate mountains of the planet.

A Hazardous Atmosphere
The high carbon dioxide atmosphere of Rordak
is extremely dangerous to visitors. Several different gases and compounds within the atmosphere
make "air poisoning" a distinct possibility. Characters acting without breath masks suffer penalties for high levels of activity. A character must
make a Moderatestamina check alter every three
hours of activity (such as running, or hard labor
like mining). II a character fails any stamina
checks, he is thoroughly winded and must rest
for one minute or suller a -3D penalty to all
actions. After resting, the character must make
an Easy stamina check to see if he has contracted

The Star Wars Planets Collection

"air poisoning." II the check is failed, he will be


paralyzed from the toxins in the air, and pass into
a coma for 1D days. At the end of the coma, the
character must make another Easy stamina check,
and if this one is failed, the character dies.
Medpacs may be used to counteract the effects
of air poisoning - if the roll beats an Easy difficulty, the character has been fully healed and
immediately comes out of the coma with no ill
ellects.
Characters with breath masks can act in the
atmosphere of Rordak with no fear of penalties.

Viska Society
The Viska are ruled by a monarch called a
cafeisk, traditionally chosen when the preceding

caleiskdies. All of the caleisk's children must battle


each other to the death, and the one survivor is
declared the ruler of the people. The caleisk then
chooses three to six clans, called furinn, to preside
over the various repulsorlilt cities found around
the planet. Each lurinn is ruled by a cafsk.
Each Viska is a member of a clan, either one of
the lurinn or one of the unempowered cafsedra
clans. Whenever a calsk dies, any of the
individual's children are eligible to become the
new leader, once again through combat to the
death with all siblings. Within a particular clan,
power is shilted to a new family when a calsk dies
without any children. Each family selects a leader,
typically through trial by combat, who must
battle all other leaders for the right to rule.
The lives of individual Visk are ruled entirely

81

~~o:!::rd~a:!Jk~===================================:''TAR
;,;R
WA.artried to cause the death of someone outside his
immediate family). The caleisk and lurinn have
absolute authority over investigations into these
matters.

Viska Flying Cities

by the clan. The lurinn are granted absolute


authority over certain calsedra clans. Within a
clan, the calsk has absolute authority over other
individuals. Assassination and other destabilizing methods of altering the power structure are
regulated through fear - if any individual is
proven to participate in an effort to kill someone
of higher rank, he Is killed (If the individual is
within the same family) or the entire family is
eliminated in an elaborate ritual (if the individual

Prison Alpha TR-8


The layout and personnel of prison Alpha TR-8 are
presented as a typical facility on Rordak. The layout can be
used for other Imperial prison facilities on other worlds as
well.
Alpha TR-8 is a camp housing 5,452 prisoners (maximum capacity), with 150 full-time guards and hundreds of
service droids. Located just 500 meters from a barthierum
mine, the prisoners' daily routine begins at 0400 hours
(local time). Each prisoner is to rise, shower and eat
breakfast, and be in their mining groups by 0415. With 10
minutes to walk (always under the darkened skies of
Rordak), the prisoners work one continuous shift until
0700 (lunch). After the half hour break, they resume work
until 1200 hours, at which point they must return to the
camp for their rest period (they are allowed six hours of
sleep per day).
The camp itself is ringed with guard towers (20 meters
tall, with spotlights), infra-red scanners (Difficult sneak
roll to bypass), proton mines (8D damage) and slicer
energy fields (20 meters long, doing 6D damage. Escape is
theoretically possible, but Alpha TR-8 has a perfect record.

82

The Viska live in clusters of repulsorlift powered buildings. This tradition came from the
lllied to stay away from the ground, or risk being
caught in a volcanic eruption or earthquake.
With the advent of modern technology, the Viska
began building flying platforms, and have now
adapted to a completely aerial society.
Allof their structures are huge, open-aired buildings (to accommodate their large wingspans), attached to a huge repulsor column, which is over
500 meters long and nearly 100 in diameter. The
cities are built on several levels, reaching many
thousands of meters into the air.
The upper levels of the cities are reserved for
the royal Viska clans, while the lowliest workers
and clans are forced to live on the bottom levels.
The middle section is where most manufacturing
facilities, trade locations and landing pads are
located.

Imperial Prison Camps


Rordakis butoneofmany Imperial prisonworlds,
but it is one of the most notorious, ranking with the
spice mines of Kessel for sheer barbarism. All of
the prison compounds are built on the ground,
exposing the prisoners to the risks of earthquakes.
Each prison warden is aliotted responsibility
over one of the many metals mines on Rordak.
Forced to labor each day in the dark and dangerous mines of the planet, it is no wonder that few
prisoners survive their first few months on the
planet (prisoners aren't proVided with breath
masks). Since everyone sent to Rordak has been
given a life sentence, the prisoners themselves
are considered Imperial property, and may be
sold into slavery, or used as the warden sees fit.
They have no rights under Imperial law.
The men, women and aliens sent to this prison
camp are the worst the Empire has to offer: murderers, pirates, smugglers, and "Rebel scum" all
intermingle in these camps of death. The camps
are dangerous, as individuals have reached the
point of desperation - the only thing to look
forward to is death, and even that will be a relief.
Violent battles among prisoners are disturbingly
frequent, butthe wardens actuallyencourage these
kinds of encounters as a means of keeping the
prisoners at each others' throats instead of thinking about rising against the guards.
The insidious nature of the Imperial system
blots out hope and kindness. "Privileged" prisoners are often selected to lead other teams of less
experienced prisoners and are allowed to use

The Star Wars Planets Collection

.....sTA..
P~================================:.~R~o!::rd;!:a~k
_AU
whatever means necessary to meet their quotas.
All of the prisoners are under the constant vigilance of the prison guards, who insure that everyone receives a fair serving of abuse.
Prisoners who refuse to cooperate are seldom
executed immediately. Instead they are sold to
the Viska clans (many end up as vessels for Viska
feedings).
Major Drummond, Warden, Alpha TR-8
Type: Security Warden

DEXTERITY 3D
Blaster 40, brawling parry 40. dodge 40
KNOWLEDGE 2D+ I
Bureaucracy 30.1, intimidation 50, languages 3D,
streetwise 40+ I
MECHANICAL 2D
Repulsorlift operation 30... 2

PERCEPTION

2D+2

Bargain 30+2, command 40+2, hide 3D, search 50, sneak

3D
STRENGTH 3D
Brawling 40+ 1, climbing/jumping 30+2, stamina 40

TECHNICAL 2D+ I
Computer programming/repair 30+ 1, demolitions 30+ I,
security 40+ 1

Character Points: 5
Move: 10
Equipment: Comlink, blaster pistol (40), stun truncheon
(40+ 1 stun), vlbro-blade (STR+ 10+2), interrogator kit (on

belt)

Capsule: Major Drummond is the warden of Alpha


TR-8. He is a thin man with a cold and cruel smile; he

has thinning grey hair. Drummond began his career


as a security guard at the political detention wards
of Chromovon. After several years of meritorious
service, hewas assigned to Rordak, where he quickly
worked his way to the warden's position of Alpha
TR-8. Drummond cares nothing for his prisoners or
even his guards: he only cares about the money that

his job brings (based on the amount of ore he can


get mined) and the cruelty he can inflict on others.
He has been known to take a personal hand in
disciplining especially troublesome prisoners.

Average Detention Guard. All stats are 20


except: blaster 3D, brawling pony 2D+2, melee
combat 3D, melee pony 2D+2, alien species 3D,
intimidation 4D, streetwise 2D+2, bargain 3D, con
2D+2, command 3D, search 3D, brawling 3D+/,
security 3D+2. Move: 10. Blaster rifle (50), force

pike (STR+20), breath mask, comlink.

Orbital Nightcloal<s
The Empire has used a most effective means of
psychological torture to keep order in the prison
camps. Above each camp is an orbital nightcloak,
which blocks all sunlight. The camps are immersed in one continuous night, and the prisoners are privy only to the constant whistling winds
from the mountains. For more information see
page 67 of the Imperial Sourcebook, Second Edition.

The Star Wars Planets Collection

Viska
Viska are flying carnivores native to the desolate world of Rordak. When fully grown, their
bodies are between two and three meters long,
with a wing span of nearly five meters. They have
two large wings, as wefl as two appendages at the
base of the torso. The smaller appendages can
manipulate tools, and they have quickly adapted
to the use of Imperial technology.
The Viska have long necks, topped by a triangular head. Their eyes are placed well back on
the skull, so they have a complete arc of vision,
including directly behind them. They derive
nearly all of their sustenance from the blood of
other living creatures due to a very primitive
digestive tract. Their circular mouths house a
proboscis called a blossug.lt is about 40 centimeters long, with several layers of muscle, and a
hollow bone with ajagged tip in the center. When
a Viska feeds, it extends the blossug, cutting into
the flesh of a creature. Through use of the muscles
in the snout and a secondary group of muscles
beneath the skull, the creature withdraws blood
from the unfortunate victim.
The blood is passed through several small
organs that extract oxygen and processed nutrients. Because of their biology, the Viska are
unable to eat meats or plant life. The Viska are
able to absorb the most nutrition from creatures
native to their world, including kessarch and
drivveb, two kinds of grazing herd animals. Afull
grown Viska must drink about two liters of blood
per day. For creatures not native to Rordak, a
Viska must drink nearly three liters of blood and
the unusual chemical compounds in the blood
stream cause 10 damage (these damage dice are
cumulative if the creature has to drink from
aliens more than one day in a row). Viska will not
feed off one another, although they will sometimes use a proboscis attack as a means of establishing authority over other Viska.
The Viska have excellent infrared spectrum vision, allowing them to operate in complete darkness with no penalties.
Viska expend a great deal of energy, and must
rest for eight hours per local day.
Individual Viska are controlled by their clan,
and as such, they constantly seek ways to increase
their personal status and the status of their clan.
Few Viska have ever attempted to leave their native society; those that did escape had to flee elite
Viska warriors and hired bounty hunters.
The Viska society is ruled by sheer power
alone, so few Viska choose their profession as
much as a leader assigns them to a task or
occupation. While they take great pride in performing their job well, they also always have an
unspoken agenda of moving into positions of
more wealth, influence and comfort.

83

RR-RR:2o~rd;!:a!.tk:.:================================::::;n~
WARS""""

Viska

to Rordak. Another option is to have a good


friend or even a relative of one of the characters
be sent to Rordak for some crime committed
against the Empire (maybe even the fact that
they associate with known Rebel sympathizers
-the characters in question).
The characters can come to the world posing as
traders or businessmen who would like to purchase some of the items produced by the Viska
factories or some of the metal ores hauled out of
the mines. If they choose this option,theywill have
to either come up with an excuse to enter the
prison (such as taking a tour of the mines) or try to
sneak through the prison's elaborate defenses.
If the prison alarms are tripped, the entire
prison will turn out to see what disturbance has
occurred. Naturally the characters may be able
to create enough noise and confusion (i.e. explosions) to prevent the guards from discovering
what is going on. Once the characters enter the

.Viska
Attribute Dice: 120
Attribute MinimumfMaximums:
OEXTERITY 20/40+2
KNOWlEDGE ID/40
MECHANICAL ID/30+I
PERCEPTION 20/40+2
STRENGTH 20/50
TECHNICAL ID/30+2
Special Skills:
Strength skills:
Flight. Time to use: one round. This is the skill used for
flying. BeginningViska begin with a flight movement of 12
and may improve their flying Move as described on page

15 of Star Wa~, Second Edition.


Special Abilities:
BlossugAttack:Causes 40 damage: any attack which causes
a wound means the Viska's attack has penetrated the

target's skin. The Viska's blood draining attack causes 3D


damage each minute.
Infrared Vision: Viska can see in the infrared spectrum,
meaning they can operate in full darkness at no penalty.

Story Factors:
Terrifying: Viska are a species that terrifies many other
beings. Theyuse this to great advantage (some might say
they are even proud of their reputation).

Move: 12/18 (flying). 5/7 (walking)


Size: 2-3 meters long, wingspan up to 5 meters

Adventure Idea
This adventure hook is dependent upon the
characters feeling a moral obligation to go upon
a suicide rescue mission: perhaps a high ranking
informant or officer has been captured and sent

84

prison, they will want to find their friend. However,theywill also face a riot since the prisoners
feel that now is time to take whatever advantage
one can - some prisoners try to escape, others
want to settle grudges "once and for all," still
others will try to take down prison guards to get
their weaponry. Others, driven insane by months
of inhumane treatment, will be entirely unpredictable.
A possible option will be that the person the
characters are trying to rescue is being held
hostage by some ofthe other prisoners (perhaps
even former Rebels who feel betrayed because
they weren't rescued). This puts the characters
in the position of trying to negotiate a deal with
utter chaos going on all about them.
Finally, after all of the negotiations and combat, the characters have to make their way back
to their ship or some preestablished safe location (perhaps a well-stocked cave in the mountains). They may also want to try and steal an
Imperial shuttle or small transport from the landing field (if there is one available). From there,
they must use guile and stealth to get off-world,
since the warden will have alerted all of the Viska
cities to the identity of the characters.

Adventure Idea
In a tramp freighter campaign, the characters
are hired to bring a loael of food to Rordak for the
Viska herd creatures, the kessarch and drivveb.
While on the planet, they learn the intricacies of
Viska culture: slavery, deceit, and ritual combat.
While travelling in the city, they will mistakenly
offend a Viska noble, who will decide that nothing less than their complete submission to his
authority (i.e. selling themselves into slavery)
will be appropriate compensation for their disrespectful actions.

The Star Wars Planets Collection

.....srA..R~===================================-.!:R~o~rd~a~k
-WARS

L..

The characters must now seek allies amongst


other Viska clans to avoid being hunted down in
the city streets while trying to make their way
back to their ship. In this adventure, they will be
given ample opportunities to further offend the
Viska way ot life by encountering several Human
slaves (former prisoners) who begto be rescued.
This adventure should take full advantage of
the dangers and wonders of the Viska cities: one
slip could result in a tall of thousands of meters,

The Star Wars Planets Collection

. . . J ~

the darkness of constant night because the city is


under a nightcloak (the Viska can see in complete
darkness anyway), the knowledge that most of
the Viska will view the characters as potential
meals, and the need to sneak aboutin a city with
a completely alien architecture and design. All of
this can help set an exciting tone for this escapetype adventure.

85

;;\;v~e~r02.n!l.:===================================~fTAR...
WAIU""""

Veron
Veron
Type: Temperate forest

Temperature: Temperate
Atmosphere: Type I (breathable)

Hydrosphere: Average
Gravity: Standard
Terrain: Forests, tropical jungles
Length of Day: 26 standard hours
Length of Year: 367 local days
Sapient Species: Gazaran (N)
Starport: 1 stellar class
Population: 84 million
Planet Function: Homeworld, tourism
Government: Organized tribes
Tech Level: Space
Major Exports: Foodstuffs, primarily fruits and nuts

Major Imports: Mid tech


System: Veron

Star. Noveron, Orell (binary yellows)


Orbital Bodies:
Name
Planet Type
Moons
SHeron
variable seasonal nightmare 2
Veron
Trieran

temperate forest
cool research center

0
0

World Summary
The Veron system, featuring the tropical rain
forest world of Veron, is a popular tourist site in the
Mektrun Cluster, with a friendly native species and
an economy driven by the whims of wealthy visitors. The world's natural beauty has enraptured
visitors since it was added to the routes of major
cruise lines nearly four decades ago.
The Gazaran settlements have a quaint, rustic
ambiance that appeals to citizens of densely
System Datafile
Veron system, stars: Noveron and Orell, binary yellow.
Three planets, second planet, Veron, is terrestrial.
Veron is a "rustic" trade world which is dominated by
forests and tropical jungles. The main starport is named
Trelbio and is where most visitors will land upon arriving
in-system. The native inhabitants, the Gazaran, have built
immense "tree cities" and have actively cultivated the
tourist trade.

86

populated urban worlds. The cities feature exciting and colorful hagglers' markets, where tourists gleefully pay exorbitant prices for charming
native wood crafts and sculptures.
Below the Gazaran cities is the underbrush of
the forests, providing an undisturbed playland
for amateur naturalists.
Despite a firm military presence,Imperial Governor Ferlem Kie'hintack has allowed the Gazaran
to retain their traditional lifestyle and government. The tourist trade has steadily grown even
in these days of civil unrest, and Kie'hintack and
his bureaucrats have taken more than their share
of the wealth.

System Summary
Veron's major industry, tourism, has helped
ward off the harsher aspects of Imperial rule. The
Gazaran, intelligent gliding reptiles, are among
the most eager-ta-please hosts in the galaxy.
Gazarcities welcome the tourists with open arms,
and each visitor is made to feel as if he has
become a personal friend of every native he
meets. The Gazaran have proven to be a valuable
resource for Governor Kie'hintack, who collects
a sizeable tariff from the tourist trade and berry
exports.

The Rainforests
The tropical rain forests of Veron are known
for the fevvenor trees, which cover over threequarters of the planet's land mass (only the
mountains and shore areas don't support the
trees). Reaching a height of nearly 50 meters, the
trees are merely the crowning feature of a complex biosphere that supports many unusual life
forms.
The rain forests are often graced with short, but
refreshing rain storms. The planet's low axial tilt
allows for consistent weather, with seasonal differences measured more by rainfall variations than
extreme temperature change. Temperatures at

The Star Wars Planets Collection

--STAR-r=====================================::.~v~e~r;:;o~n
-WARS

tree top level arewarm byHuman standards (rarely


does the temperature drop below 35 degrees Celsius, and more often it hovers around the 40 degree
mark). Below the tree top level, both rainfall and
temperature drop off appreciably. At ground level,
the temperature averages 25 degrees Celsius. Because the Gazaran are extremely sensitive to temperature, and their bodily functions are appreciably slowed at the 25 degree mark, they refuse to
venture near the ground levels of their world.

Animal Life
Animal life is plentiful and diverse, with insects, small herbivores, avians and large predators all to be found in the forests. Most higher
order life-forms are reptilian in nature and are
cold-blooded, although the range of tolerable
temperature varies greatly depending upon the
species. Unlike typical reptiles, many creatures
give birth to live young. A curiosity to several
biologists that have visited Veron is that many of
the creatures thrive on surprisingly small
amounts of food (at least compared to creatures
of comparable size and activity levels found on
other worlds).
Because most of the creatures of Veron are
highly sensitive to temperature variations, many
creatures will only be found at a certain altitude
within the trees. The Gazaran require higher
temperatures than most other creatures on the
planet and will be found in the tree top regions.
Other creatures in the upper trees include small
avians and foraging reptiles such as the dressto,

The Star Wars Planets Collection

fevvenor toad, and turmillizard.


The ground level life-forms include many of the
large carnivores of the planet, such as the gweraxhai, black behemoths and swamp worms. Since
they cannot venture to tree-top level for very long,
they pose a minimal threallo the Gazaran, but they
have been known to allack careless tourists.

Gazaran Tree Cities


Since Gazaran have sharp claws that can easily penetrate the trunks of the fevvenor trees,
they never had aneed for ladders, ramps or other
artificial constructions. Instead, a Gazar leaps
out from a tree trunk, and glides over to other
tree trunks.
With the arrival of space travelers, the creatures learned all they could about other societies, taking particular interest in the "extremely
large family groups" that tended to form with
advances in technology. Since the Gazaran desperately wanted to join the galactic society, they
decided to model themselves around more advanced cultures and call their home territories
cities.

Each city can have anywhere from about 25 to


thousands of members, all living and working
together within a certain radius of the respected
elder female's home tree. The largest cities are
Hengin Ki-Tapp Well Gon-far Oocated just to the
west of Trelbio Spaceport, with over 100,000
Gazaran), Gazzt So-Terr Aggul Meztim-Si (on the
continent of Ganzka, with over 50,000 Gazaran),
Burll-ikem-Tiz-Sah (the largest Gazaran city, with

87

"v~e~r~0:!:ln~=====================================:;:''TAR...
WAIU""""

350,000 residents), and Distt Dok. Gazaran cities


have been well adapted to fit the needs of visitors
lacking the ability to glide.
Although all non-gliding visitors to Gazaran
are required to wear repulsor belts at all times,
ramps and walkways are a very common sight in
cities, especially near open marketplaces and
other "public areas." All sales revenues are split
between the Gazar merchant and the city's elder
female, who distributes the revenue to the rest of
the city residents as well as the local Imperial
representatives.
Also near the marketplace areas are businesses
that cater to tourists who want to explore the
underbrush. Outdated repulsorcraft are available
for rent, and several Humans and other off-worlders
are known to hire themselves out as tour guides.
Although the Gazaran are a peaceful people,
there is some amount of crime caused by offworld thugs and small-time criminals. Imperial
troops are common in tree cities, although they
normally are only involved in crime prevention.

Trelbio Spaceport
Virtually anyone who comes to Veron arrives
through Trelbio spaceport. Located on the coasts
of the continent of Vusl, the sprawling facility
serves dozens of tramp freighters on a daily basis
and is a ferry point for tourists coming from space
cruiseliners parked in orbit.
The main spaceport, Trelbio Tower, stands 40
stories tall, and contains luxurious hotels and
fine restaurants. It is here that visitors will first
meet the Gazaran traders, who endlessly wander
the corridors of the building in search of customers for their wares and services.
There are over 30 buildings directly supporting
Trelbio Tower. Each of these buildings has hotels,
restaurants, freight merchants, travel agencies,
and tour guide services.
The most influential Gazaran city, that of
Hengin Ki-Tapp Welt Gon-far, has complete control over the spaceport, and strictly regulates
which other cities may do business within the
spaceport and support buildings. Other families
must purchase expensive permits to open shops
and offer guided tours, although the amount of
revenue brought in by these businesses more
than offsets the cost of the permits.
The spaceport has the highest crime rate of
any location on the planet, chiefly because it is
the only place where non-Gazaran will be abie to
blend into the crowd. Burglaries and baggage
thefts are most common.

Gazaran Technology
The Gazaran have learned some aspects of industry and have mastered the use of steam engines, powered primarily by wood, wind or rain.
They are developing small-scale manufacturing,

88

such as mass produced crafts for tourists (primitive glow rods, fire starting kits, climbing gear,
short-range distress beacons and clothing). They
also use portable steam engines to assist in engineering projects.

Ground level
The Gazaran culture doesn't even acknowledge
the existence of the world below their tree-top
cities. They see the area below their homes as an
impenetrable dark mist waiting to bring them to an
early death. The Gazaran have built up an elaborate and extensive collection of folk tales detailing
the horrible monsters that lurk below.
While the Gazaran themselves have no interest in visiting the "dark lands," they know that
tourists love a mystery. Exploring the ground
level of the world has become a major part of the
tourist trade, and as always, the Gazaran have
readily adapted: many young Gazar earn a living
telling tales of what is below to eager tourists.

Predators of Veron
Gwerax-hai
Type: Reptilian hunters

DEXTERITY 4D
PERCEPTION 2D
Sneak 50
STRENGTH 3D
Climbingfjumping 40

Special Abilities:
Tusks: STR+2D damage
Move: 16

Size: 1.5 meters tall at the shoulder, up to 3.6 meters long


Scale: Creature

Capsule: Gwerax-hai are lean, strong and quick


reptiles. They have a thin torso, with small heads

sitting atop a short, squat neck. They have long,


curved and very sharp tusks up to 0.6 meters long.

They have a long, very thin tail which helps their


balance while maneuvering in the trees.

Gwerax-hai are agile hunters, although not particularly fast. They hunt in small groups and try to

surround their prey by quietly climbing through


the trees of Veron's forest. Once they have injured

a creature, theywiIl tenaciously track it through the


forests until it has been killed.

They live in groups called "skulks," with five to


15 members. The females care for the young and

the males hunt. Their brown and green coloration


camouflages them in the forests.

Black Behemoths
Type: Predator
DEXTERTIY ID+2

PERCEPTION ID
Sneak4D
STRENGTH5D
Special Abilities:
Annar: Provides +ID against physical attacks

Teetch: STR+2 damage


Move: 9

Size: 2 meters tall at the shoulder, 4 meters long


Scale: Creature

The Star Wars Planets Collection

Veron
--sTA,~P====================~~

-WARS

Capsule: Black behemoths are dangerous hunters


whose prime advantage is that they know their
territory well. Each behemoth has claimed a per
sonal territory and has memorized the location of

every tree. pool of water and vine. While not fast


enough to keep pace with most creatures, it often

feeds after pursued prey becomes entangled in


hanging vines or tree limbs. These creatures spend
a great deal of time waiting in ambush. Once a black
behemoth is aware that food is nearby, it springs to

life, ready lor the hunt.


Swamp Worms
Type: Swamp dwelling predator

DEXTERITY 2D
PERCEPTION ID
STRENGTH 3D+ I
Spedal Abilities:
Teeth: STR+ to damage
Poisonous Tail: Poison causes 40 damage but can only be
used on creatures behind the swamp worm

Move: 15 (wet mud only)

Size: 1.5-4 meters long


Scale: Creature
Capsule: Swamp worms are experts at moving

through the thick mud of Veron's surface. Theywiii


often bury themselves in a few centimeters of mud
and wait for a creature to walk by. Once the vibrations reach the swamp worm's soft skin, it springs

to life, attempting to kiii with the stinger on the end


01 its taii.
Swamp worms are dangerous simply because
they are usually not noticed until it is too late. They
are found in the swamp-like regions of the forest
floor. Their appetites aren't large, but they are
willing to die in defense of their territory.

The Broken Trees Islands


The Broken Trees Islands are a chain of islands in the northern hemisphere. The Gazaran
believe that the islands are the remnants of a
large continent which was home to the first great
Gazaran civilization. For reasons they do not
understand, one day a great storm swept OVer
the continent, destroying many of the trees. After
several days olthe these storms, most of the land
sank, leaving only the peaks of the mountains.
Miraculously, some of the Gazaran were able to
migrate to the other continents. Scientific expeditions to the isiands have found ancient Gazaran
artifacts in the shallow waters and many tourists
come to the area for aquatic expeditions. Any
discovered artifacts are confiscated by the Department of History and Culture, although the
tourist responsible for the discovery is given fair
compensation. Despite this, the smuggling of
artifacts off-world has become a collage industry
for amateur archaeologists.

Gazaran
Veron's consistently warm climate has encouraged the evolution of lifeforms that are coldblooded. The most intelligent are the Gazaran.

The Star Wars Planets Collection

These short herbivores give birth to live young


and nurse them out of infancy.
They are short bipedal creatures with several
layers of scales. They have a very thin membrane
extending from their ribs, feet and hands, which
is used to glide among the trees. Specialized
muscles line the ribs so that they can control the
shape and angle of portions of the membrane,
giving them the ability to perform delicate maneuvers around trees and other obstacles. Their
bodies are grey or brown in color, and each limb
is lined with a crest of cartilage. Sharp claws give
them excellent climbing abilities.
The Gazaran are herbivores, subsisting on a
diet of fruits, berries and nuts. Because they are
cold-blooded, they stay exclusively in the upper
levels of the trees.
Females dominate their society for the sfmple
reason that they must be pampered for the species to survive. Pregnant females must relocate
to the highest levels of the trees (the warmest
areas on the planet) in order to provide optimal
conditions for the development of their young,
and the males must constantly protect the females from predators. The females are helpless
for the entire 133 day gestation period.
Each Gazar city is led by a respected elder
female (one who has raised at least 12 litters).
Each Gazar has one name, but the name indicates
the city, the individual's status within the city
and the individual's parents (as a Gazar rises in
status, his name will change). The citieS Seldom
engage in open conflict, although each city has
several traditional rivals.
Each male is responsible for gathering fruits

89

-\iv~e:!;r02!:!n.:=====================================:;n::
WAIU""""
.Rand nuts, as well as protecting the females. With
the arrival of Imperial technology, many males
have also become merchants, educators, engineers for the steam and wind powered engines,
tourist guides, workers. Females are primarily
responsible for bearing and raising young, although many of them work in the tourist trade as
weI!.
The Gazaran are extremely superstitious, having a particularly pronounced fear of large creatures and the dark. Many Gazaran have nervous
habits like stretching their wing flaps, chewing on
nearby pieces of wood, and clicking their teeth.
GaZaran
Attribute Dice: 120
Attribute Minimum/Maximums:

OEXTERITY 10/40
KNOWLEDGE 10/40
MECHANICAL 10/40
PERCEPTION 20/40
STRENGTH 20/40
TECHNICAL 10/30+2
Special Skills:
Strength skills:
Gliding. Time to use: one round. This is the skill used to
glide.

Special Abilities:
Gliding: Gazaran can glide. On standard gravity worlds,
they can glide up to 15 meters per round; on light gravity
worlds they can glide up to 30 meters per round and on

heavy gravity worlds, that distance is reduced 105 meters.


Temperature Sensitivity: Gazarans are very sensitive to

temperature. At temperatures of 30 degrees Celsius or


less, reduce all actions by -10. At a temperature of 25

degrees or less, the penalty goes to -20, at 20 degrees the


penalty is -3D and -4D at less than 15 degrees. At temperatures of less than 10 degrees, Gazaran go into hibernation;
if a Gazaran stays in the cold for more than 28 hours, he
dies.

Story Factors:

Superstitious:Gazaran player characters should pick some-thing they are very afraid of (the cold, the dark, strangers.
spaceships, the color black. etc.).
Move: 8/10 (walking), plus gliding (above)
Size: Up to 1.5 meters tall

Sileron
Sileron, the system's inner world, is very hostile and tourists are warned not tovisitthe planet.
It has an extreme axial tilt, resulting in severe
seasonal changes. Dangerous storms constantly
roll across the world's surface.
The life-forms on the world have developed
accordingly. Plants are very active in the hospitable growing seasons, and must aggressively
gather enough energy and food for the long winter season. While there are primitive ferns and
other simple plants, many have evolved to higher
order plants, with active defensive systems. Still
others have become carnivorous, consuming insects, arachnids and even small amphibians.
Animal life is aggressive and dangerous. Since
animals are also required to gather as much food
as possible before the harsh winter, most animals are omnivorous.
Like the plants, many have venoms and poisons that they can use on prey. Most of these
creatures have elaborate defense mechanisms
as well, such as thick hides, or the ability to
camouflage themselves in the natural terrain.
Derkofo
Type: Small pack hunters
OEXTERfIY 30+2
PERCEPTION ID
STRENGTH 30
Special Abilities:
Annor: +10 against physical attacks
Claws: STR+ 10+2 damage
Move: 20

Size:-1.5 meters long


Scale: Creature

Capsule: Derkolo are quick and aggressive killers


that hunt larger creatures in packs. They are one of
the more common predators on SHeron. They are
aggressive and individual creatures seem to have
no fear of death. They must consume large quantities of food. In the colder seasons, they hibernate in
large burrows; some related species migrate to
other other continents on the warmer side of the
world.

90

The Star Wars Planets Collection

.....ITA..
R~===================================~v~e~r~o~n
_AU

VERON DIAGRAM

Dish-dok

o
Trieron

Adventure Idea

Trieron, the third planet of the system, is a


cool world of oceans and glaciated continents.
Aquatic life is plentiful, although land life is rare.
Several academies and universities, including
the Academy at Sab Rufo, UnitedChemjSoroSuub
University and Metharg's University, have
oceanographic research bases on this world.

The Rebel characters are sent to Veron to


retrieve information from a Rebel agent named
Gaylan Della. However, Della misses the meeting
at Trelbio Spaceport, and it is up to the characters to investigate his disappearance. They may
be able to recruit Gazaran to help with the investigation, especially if it appears that he was
harmed near one of the cities on the planet. After
questioning several individuals, the Rebels will
discover that Della's Rebel cell network had been
compromised by Imperial investigators and they
must sneak off the world before the characters'
allegiance is discovered.

The Star Wars Planets Collection

91

-\lWr::e~l~c~o:!:m~e;.!t~o~E~I!!:ro2o~d~S~e~c;!t~o:!;r!~============================::;:'TAR
WARS""""

_Welcome to Elrood
Sector!
Desdemona reserved a warm smile for Brianna,
The freighter Blind Luck shuddered out of
hyperdrive as the sublight engines kicked in. The
the young Jedi student who was also part of the
BlindLuck's crew. Brianna's optimism and friendlismall bridge was bathed in an eerie green glow as
ness were the glue that kept this team of profesthe navigational sensors activated and began scanning the area for known navigational reckoning
sional, albeit irritable beings together.
points.
"I was just saying that we have arrived in the
"Well?" pressed Desric Fol, a burly always-frownElrood Sector," KJagreplied helpfully. He, too,liked
ing scout not known for his patience.
Brianna and her effect on morale.
The pilot, a lithe pale Human woman, turned to
"Never heard of it," Brianna shrugged.
"Nor have I," Desdemona frowned deeply. She
face him long enough to flash him a silent, reproving glare and return to her business. The computturned to KJag in silent question, but the little blue
being shook his head.
ers continued their work.
KJag, a short blue-skinned Humanoid who was
"I have," Desric rumbled. "Pretty unremarkable
place. The locals are stricter than most
the ship's navigator, and chief social powder keg diffuser, cleared his throat. "I

Imperials, and there's not a lot here
think what Desdemona is ... try

... but there are worse places to

spendyourlife,Iguess ... someing to convey is that the com


puterneeds time to accurately

where."
calculate where we are."

Desdemona absently
Desric "harrumphed"
watched a planet come

into scanner range. "We


and sat in an empty chair
facing a non-{)perational
have a place to land if
we want to."
console. "Most comput-

"And whoever is
ers would not only have
already figured out
down there is scanning
us, too," KJag replied.
whereweare,butwould
also have highlighted

Everyone turned to
likely Imperial interdic-
Desricexpectantly. The
scout shrugged, caught
tionspots, possible trade

off-guard that everyone


routes, and projected
profit margins besides."

now expected him to

"When you signed on as


suggest the next move.

"Well ... until we know


part of our crew,l had no idea

which planet that is ..... he


that you were also an accom
plished
computer expert,"

began.
"This is Elrood Starport ComDesdemona replied sarcastically.

mand," a crisp, clearly enunciated voice
"Well, how about that! We know where
we are!" KJag piped up before the quickly-reddencameoverthecom system. "Incomingvessel, please
ing Desric could explode. "Hmmm. The Elrood
identify yourself, and your intentions. Use stanSector."
dard protocol, please."
A young woman dressed in loose fitting white
Desric placed a hand over his face. "Oh no," he
robes bounded onto the bridge, a Iightsaber semoaned. "Not Elrood proper!" He took his hand off
cured to her belt. "I felt us coming out of hyperdrive,"
his face and sighed with resignation. "Better fumigate the ship."
she explained. "So, where are we?"

92

The Star Wars Planets Collection

.....sTA..R~=============================~w~e~lc;::o~m~e.!t~o:.;E;;I!::r~o~o~d~S~e~c;!t~o~r!
-WARS
"We are the Blind Luck, late of Abregado-rae,"
Klagreplied into the com unit. "We request permission to land."
"Permission granted, Blind Luck," the voice replied. "When you land, please observe all standard
decontamination procedures. If needed, a decon
team will be sent to your vessel to ensure compliance. We will need to see your shipping manifest
and cross-verify it with your actual cargo. You will
be required to show us your valid pilot's license
and ship's ownership files. Our sensors show that
your vessel's sublight drive is emitting an ion trail
in excess of .54% above the established limit. You
will have to have your engines overhauled in order
to comply with environmental regulations."
Klag turned the com's volume down. Everyone
except for Desric stared at each other in amazement. Even Brianna looked baffled.
"Awfully strict, aren't they?" Brianna ventured
with a sheepish grin.
"Is this an Imperial world?" Desdemona asked
Desric.
"Nominally. The locals bow down to the Empire, but would like to be independent." He smiled
grimly. "The Elrood starport just goes so by the
book that ..."
"... And lastly, a trained Counselor will be assigned to talk with you about your ship's name. It
does not inspire much faith in your competence,"
the voice concluded. "Land at Elrood Starport
2MZ, Bay 4B. Download code XP-445-T78Y, which
is being transmitted now, into your ship's com-

The Star Wars Planets Collection

puter upon coming within 50 kilometers of your


starport destination. When activated, you will be
linked with our navigation beacon and automated
landing system. Safe landing, and enjoy your stay."
Desric was now grinning broadly. "Believe it or
not, behind all of those rules and regulations is a
really nice place. Though [ hate to admit it, those
rules maybe responsible for the generally peaceful
nature of the people here. If you can survive the
post-landing debriefing, you will find the planet
worth your while."
"If we survive it," Desdemona growled.
Klag had this funny feeling that his diplomatic
skills were about to get a workout.

Welcome
This section of The Star Wars Planets Collection
was originally presented as Planets of the Galaxy,
Volume Three. This section presents thenewworlds
as part of a larger whole. They all exist within the
sphere of space known as the EIrood Sector, an
isolated sector far from the heart of the ongoing
civil war. This section provides detailed information on the entire sector, including information on
important personalities, the history of the sector,
and likely adventure and campaign themes that
can be used to help bring the sector to life.
Elrood Sector is perfect for a campaign locale.
There is enough going on in this corner of the
galaxy to keep a group of freedom-fighting, funloving characters busy for some time.

93

=============================:;:'TAA...
WAIU""""

~W~e!llc;::o~m~e.!t~o:.,;E~I~rl:0:l:0:!:d~S~e;:c;lt~o~r!;!

The information presented hereiP is set between the events of Star Wars: A New Hope and The
Empire Strikes Back. A robust, strong Empire has
reached the height of its expansion, and it's a grim
time for the Rebel Alliance.
The first section of this book is a sector summary, detailing common features found throughout Elrood Sector, including prominent individuals, aliens, Imperial patrols, trade routes, and sector history. This section also includes informatoin
on using Elrood as a campaign setting.

94

What follows are detailed examinations of the


most prominent planets in the sector. These sections provide detailed examinations of the cultures, peoples, sights and events that populate
these worlds and make them exciting adventure
locations.
All in all, Elrood Sector is a strange and exciting
place with lots of adventure opportunity. So, drop
into sublight and be ready to trade, fight, and make
new friends.
Elrood awaits!

The Star Wars Planets Collection

~':U~'!~==============================:..!.T.!:h~e;'E=.!!:lr~O~O~d!.C~a~m~p~a~i.:lg~n

The Elrood Campaign

Elrood sector has a little bit of everything:


Rebels, Imperials, pirates, worlds to explore, espionage, criminal worlds, and much more. It is
quite possible to have a self-contained campaign
without the characters ever leaving the sector!
The people of Elrood sector have always had
a strong sense of community that crosses planetary distances. These beings all feel a common
kinship as residents of the same region of space,
and Elrood is a fairly closed community: visitors
are treated politely, but they are watched closely.
Elrood is the sector capital and Coyn is a major
trade world. Derilyn, once the major manufacturing center of the sector, is now under the Imperial
martial law, effectively cut off from the rest of the
sector.
The occupation of Derilyn has been quite a
blow to Elrood Sector. The Empire crushed one
world as a lesson to the rest of the sector's
planets, and those planets are quick learners.
Elrood is a sector free of direct Imperial domination, but nonetheless an obedient holding of
Palpatine.'
There are two ways of handling an Elrood
campaign: the characters either start out as
Elrood natives, or they travel here from elsewhere.
There are some tips common to both approaches. Keep the two Imperial Star Destroyers
around for as long as possibie; their captains
should be recurring foes. The captains of the
other vessels can also be suitable villains. While
the fmperial Star Destroyers are excellent "permanent" villains, the other fmperial ships are
defeatable foes (perhaps in the conclusion of the
first major plot of a campaign).
Dorok is also a good villain. He is a wily pirate,
and has not lasted this long by making stupid
mistakes or by not having a backup plan. Grea the
bounty hunter can force the characters' to keep
a low profile. Lud Chud or Boss Kaggle can be the
characters' recurring hassle (much like Jabba
the Hutt was Han Solo's adversary).
An individual's reputation in Elrood Sector is

The Star Wars Planets Collection

important. Since the sector has an undeserved


negative reputation, many "Roods" make it a
point to foster and increase their own personal
reputations. Word travels fastin the sector. Characters will be held accountable for their actions
and those who make poor decisions will find it
increasingly difficult to find work - or even
appear in public.
Because Elrood is a relatively close-knit sector
of space, the gamemaster should feel free to add
modifiers considering a character's reputation
in the sector. For example, a gamemaster might
decide that since no one in Elrood has ever heard
of the characters, Elrood natives should get a
+ 1D when dealing with the characters. The
gamemaster could add an even bigger modifier if
she wants to have an "old boys' network" flavor.
Examples of this would include intimidation, bargain, command, persuasion, or any other character interaction skill. Likewise, as the characters
gain experience and a reputation, modifiers
should be adjusted. For those who successfully
complete jobs for the sector's underworld, they
should get a bonus when dealing with the likes of
Boss Kaggle or Lud Chud and suffer a penalty
when dealing with the self-righteous bureaucrats
of Elrood.
Gamemasters should also keep track of the
characters' vessel. Ships suffer wear and tear,
and after one year of intense use in Elrood sector,
the newest Corellian stock freighter will get so
banged up it will make the Millennium Falcon look
beautiful. Make special notes of ship's systems
that have taken the worst punishment - perhaps those systems develop chronic problems.
These problems can be serious or be minor
nuisances ("The ship always vibrates that way
when we're about to engage the hyperdrive. We've
never had a problem ... yet'" or "Sigh the nav
computer just winked out again. Urn
wouid
you mind just giving that panel a slight kick? With
the side of your foot, please, not the toe?")
As far as Imperial influence goes, the Empire
officially controls the entire sector, but the only

95

TT!lh~e~E~I!!:ro~o~d~C:;;a:!:m~p~a!.!j~g.!ln~==============================::;:~'TAR
WAIU""""
sizable presence is on Derilyn. The Empire's two
Star Destroyers are based there. Therefore, the
Empire need not be the major villain in an Elrood
campaign. However, as the Empire patrols the
entire sector, Imperial ships or troops can show
up just about anywhere if the adventure demands that kind of obstacle.

For Characters Born


in Elrood Sector
While it is overly simplistic to say that every
being feels exactly the same way about Elrood,
the sector has a distinctive reputation that should
be part of the campaign.
The average person in Elrood sector comes
from a working family heritage, and takes pride in
his or her job, family, and life. While Elrood isn't
as wealthy or developed as other sections of the
galaxy, the people here don't desire that kind of
life. They have made their choice and are happy
with it, and expect other people to respect that
choice. They are a friendly, trustworthy people,
but they are slow to welcome newcomers to the
fold.
Of course, there are many who have taken an
extreme position, and the player characters may
find themselves in conflict with some of these
people. What follows are descriptions of some of
the more common personality types.
Jealous. Due to their distance from what everyone else' perceives as "the action," many
Elroodians feel isolated and ignored. Many have
an inferiority complex when exposed to nonElroodians, especially those who have credits to
spare and expensive equipment. They are embarrassed by their isolation and their lack of
material wealth.
Superiority Complex. Other Elroodians have
adopted a belligerent, defensive sense of pride in
their sector. They see their isolation and lack of
prosperity as qualities that have made them
stronger, tougher, and smarter than the "rest of
the pampered galaxy." To them, Elrood sector is
their personal training ground and it has made
them better beings.
Defensive. There are those who point out that
some planets in the sector do have luxuries and
a measure of wealth. These people are very opinionated and will aggressively correct anyone
who describes Elrood as a backwater area. Sometimes, they feel physical violence is needed to
"pound some sense into those ignorant nonRoods."
Shyster. The final type of personality is the
"always looking for a credit" attitude. These
people, tired of being able to afford only mediocre goods and service, are determined to rise

96

above their surroundings and elevate their station. These people always seem to have some
sort of "get rich quick" scheme in the works.
These people are obsessed with status and the
trappings of wealth. Though this personality type
includes many honest Roods who want to do
more than just subsist, it also includes con men,
swindlers, smugglers, petty larcenists, and other
unsavory types.

The Campaigns Goal


Before deciding how to start the campaign,
gamemasters and players should discuss what
sort of goal the characters are working for. Is the
campaign supposed to introduce the characters
to the Rebellion, or is this strictly a profit making
venture? Expectations should be stated up front,
since it will do no good for the gamemaster to
concoct an elaborate "Rebels vs. the Empire"
storyline, only to have the players disappointed,
having hoped for a "tramp freighters" campaign.
With the overarching goals mapped out, a
starting point is needed. A good place to start
this sort of campaign would be on Elrood proper.
Elrood comes closest to being a "typical" Star
Wars planet, with spaceports, high technology,
Interesting locations, Humans, droids, and other
common elements. Perhaps the characters all
came to planet Elrood to seek their fortunes.
Radell Mining is the best opportunity for
freelance work. If the characters do not have a
vessel, Radell has several old freighters that
need a little work, which can be lend-leased to the
characters with an option to buy. Radell may ask
the characters to search for new planets (which
would put them on the right track to find the
sector's featured unexplored planet).
For a different flavor, the characters could be
in debt to a crime boss such as Lud Chud. If a
character starts out with a ship, this could be the
arrangement. The characters may have to work
off the debt by transporting cargo to isolated or
restricted ports such as Lanthrym or Derilyn.
Add to this the usual hazards of Elrood travel
(Imperials, pirates, and natural hazards) and typical crime boss ways of doing business ("My good
man, Idon't care that you were attacked by pirates
- you left with a cargo and it was never delivered.
Now, let's discuss a payment schedule ..."), and
you have an instant campaign goal.
For an action-packed start, the characters
could be on Imperial-occupied Derilyn, and they
must deal with that situation, hopefully making
an eventual escape.
An even more extreme situation is to have the
players create their characters, but start with no
equipment, ships, or weapons. Stick them on
Berea as indentured miners and run them through
their escape. Naturally, gamemasters may want

The Star Wars Planets Collection

~'::~~==============================::...!T:!:h~e:'=E~lr::O~O~d~C~a~m~p~a~i~g~n
to warn the players about this different way of
starting a campaign ahead of time!
The galactic civil war is not a big topic in the
sector, so it is likely that the characters know
little of the war. There is an Imperial presence
here and the Alliance has several small espionage cells and listening points, but that is all.
Gamemasters can bring the war to the characters by having a Rebel gamemaster character
arrive on Elrood, perhaps needing help and turning to the characters for aid. Maybe the Rebel is
being pursued by a small contingent of Imperial
forces, and the characters get accidentally caught
in the crossfire.
If that is too abrupt, perhaps the Empire has
imprisoned a Rebel on Berea, and some Rebel
representatives hire the characters to take them
to the mining planet for a rescue mission.

Running With Unlucl<ies


Unluckies, as the slang goes, are characters
who are not from Elrood Sector but are visiting,
working, or stuck there. This is the best option if
using already established characters.
The best gamemaster character for easing the
player characters into the Elrood sector is
Grakkata, the Wookiee pirate. Since the Wookiee
is very unsympathetic towards the Empire, she
may be good company for the characters, showing them the sites of Elrood sector. Grakkata can
be a great gamemaster plot device for getting the
characters out of jams that are not of their own
doing. However, Grakkata has a long memory,
and she will collect on any debts.
When first venturing to Elrood sector, the
characters will probably first stop at Coyn, the
"Gateway to Elrood Sector." As the world closest
to major galactic trade routes, characters will
have excellent opportunities to pick up information, establish contacts and get caught up in
other peoples' problems. Coyn by itself is interesting enough as it is a world ruled by a militaristic warrior-based species.

For characters who are traders or smugglers,


the most readily available opportunity for an
adventure is to smuggle arms to the resistance
on Derilyn or to the militia on Torina. This will
pose plenty of problems since pirates enjoy plundering such cargo, and the Empire would be
determined to stop any arms shipments they can
find, sending the smugglers to Imperial Mining,
Ltd. (IML) mining camps on Berea.
For Rebel characters, perhaps the Rebellion
sent them to Coyn to recruit Coynites for the
cause. Perhaps they are on a fact-finding survey
of Elrood sector to determine the sentiments of
its people.
A fact-finding survey would send the characters all over the sector, meeting people and

The Star Wars Planets Collection

visiting most of the interesting locations. Groups


of Unluckies will attract attention from the natives and the Empire. The last thing the Empire
wants is for Rebel spies to come to this lightly
defended sector and cause trouble. Thus, every
non-Rood is under suspicion of being a spy.
If the characters stay long enough, they will
slowly begin to gain the trust and respect of the
locals (provided, of course, that the characters
act in a manner that would make them likable).lf
the characters prove adept at the initial tasks
given to them, many offers of work will pour in.

New Discoveries
This section's last entry, the unexplored planet
Kuras Ill, offers a whole world for exploration.
Elrood is an area of space with many unexplored
systems, and Kuras III is just the beginning. Kuras
III offers a unique ecosystem, new forms of intelligent life and enough adventure and mystery to
sustain several adventures.
However, there is no need to stop at just the
one planet. There are dozens of systems that are
far off the known trade routes waiting to be
explored. Some of these systems may have been
visited once by traders or scouts, others may
have been the subject of probe flybys, and still
others may never have been visited before. For
complete information on running these types of
campaigns, see Galaxy Guide 8: Scouts.
To keep things moving along, the gamemaster
may want to inject a rival into these exploration
adventures. For example, introduce an exploration party from IML on a world rich in minerals.
Obviously, lML will want to claim the planet and
will go to any lengths to keep that claim. The
discovery of this planet is sufficient justification
for the Empire to send one of the Imperial Star
Destroyers over there to reinforce the claim.
New worlds should not overly disrupt the
balance of things in Elrood Sector. Finding planets with huge natural deposits or stashes of
super weapons from a long-dead species will
upset play balance. If anything particularly valuable appears in Elrood Sector, there will be at
least three different factions scrambling to get
their share - completely changing the nature of
the sector.

After the Battle of Endor


Though this product is set during the period
between Star Wars: A New Hope and The Empire
Strikes Back, it is easy to adapt this information to
the New Republic period.
Elrood becomes a region of open conflict.
Derilyn remains an Imperial stronghold and many
of the other planets align with the New Republic
or declare their neutrality. The Star Destroyers

97

WAIU""""
T~~~~~~================~'TAR...

ll'e Elrood Campaiqn

Thunderflare and Stalker restrict their patrols to


the Derilyn system and Imperial Interdicted Space.
Occasionally the huge ships conduct raidingsorties in other regions ofthe sector. These raids are
conducted either for supplies or upon receiving
word of a particularly vulnerable target that is
too good to pass up.
Imperial Interdicted Space is now even more
aggressively patrolled, as the Sector Moff is determined to hold on to this possession on behalf
of the Empire. Even though violators are still
interned on Berea, many are also destroyed outright once their cargoes have been seized. The
Empire is through playing games.
The rivalry between Radell Mining and Imperial Mining explodes into a corporate war. No one
in Elrood Sector deals with Imperial Mining, since
the Empire lacks the power to hold its captive
market. Fortunately for Imperial Mining, the rest
of the Empire needs its ores. are traffic from IML
now goes out of Elrood sector, taking cargoes to

98

remaining Imperial worlds. Meanwhile, Imperial


Mining openly attacks Radell operations. Radell
manages to survive due to constant business
from the other corporations of Elrood Sector.
The New Republic wants to remove the Imperials from Derilyn. News of Imperial atrocities on
Derilyn has fired up Republic worlds in nearby
sectors and spurred them to action. The New
Republic is looking for teams to go to Derilyn and
begin a campaign of sabotage against the Empire,
scouting for ideal landing sites, arms smuggling
to resisters, and general nuisance raids. All of
this is meant to soften up Imperial power as a
prelude to a New Republic invasion. The type of
people best used to conduct this harassment
campaign are player characters (naturally).
In time, Elrood joins the New Republic, and
becomes headquarters for New Republic operations in the Elrood sector. Coyn remains neutral,
but favors the New Republic as the less dishonorable of the two factions.

The Star Wars Planets Collection

...ITA"R~==============================~E;;I~rO~O~d~s~e;.:c;!t~o~r~O~v~e;:rv~ie;:w:
-WAPi

Elrood Sector
Overview

Elrood sector is in a backwater corner ofthe


Metharian Nebula Territories region of the Empire. This sector has moderate wealth, arid is for
the most part beyond thescope of gal<ictic events.
Elrood sector has never been sufficiently profitable or rebellious to merit complete Imperial
domination, nor is it a particularly tempting target for the Rebel Alliance.
The sector's isolation has discouraged largescale investment bymajor galactic corporations.
Instead, the sector's trade depends upon a number of small, local companies that conduct trade
amongst the various worlds of the sector.
However, the sector isn't totally free of Imperial influence. To ensure compliance with
Palpatine's regime, one planet, Derilyn, was
placed under the yoke of Imperial martial law.
When the Empire's space fleets arrived in orbit
around Derilyn, few had any idea what was in
store for the world. The ensuing carnage was
excessive, but served as a lesson to the rest of the
worlds in the sector: in quick order, the rest of
Elrood sector fell into line.

When the Empire ascended into dominance,


Elrood sector was seen as just another piece of
unremarkable booty taken from the feeble Republic. The Empire was too enamored of its more
choice prizes to pay much attention to Elrood.
Still, Elrood sector was not completely ignored
by the Emperor. Derilyn, the planet closest to the
bulk of Imperial-controlled space, was seized by
Imperial forces. The Empire installed a brutal military dictatorship and Derilyn became the main
naval base for Elrood sector. As the military suspected, the subjugation of one world was enough
to frighten the others into submission.
Official descriptions notwithstanding, the
Elroodians began implementing aseries of subtle
anti-Imperial acts. The most signIficant thing
Elrood did was to slow down trade on the E-D
Run. Elrood's traders pioneered a run, called the
Coyn Route, from Coyn to a nearby trade route.
Now, Derilyn could safely be circumvented. Slowly
and quietly, traffic to Derilyn was halted, and
now Torina, last stop before Derilyn, marks the
end of the Elrood-Derilyn Trade Route.

History

The Elrood-Derilyn
Trade Route

In the days of the Old Republic, Elrood sector


enjoyed better fortunes. In comparison to the
Core Worlds, Elrood and Derilyn had long been
minor settlements and not worthy of much attention. While the worlds featured abundant natural
resources, they weren't rich enough to justify
extensive investment by outside interests. The
other "major" worlds in the sector, such as Coyn,
Kidron, and Merisee, were slowly explored and
colonized by local interests.
The residents of Elrood sector's planets, of
necessity, began developing their own trade
routes, including the Elrood-Derilyn Trade Route,
or the "E-D Run." Elrood is at one end of the
sector, and Derilyn at the other, with the other
planets as stops along the route. Elrood struggled,
but survived: it never achieved wealth, but never
suffered economic collapse.

The Star Wars Planets Collection

This is a trade route first established in the


heyday of the Old Republic. It takes 18 hours (at
hyperdrive xl) to go from Elrood to Derilyn.
Coyn, the midpoint of the run, is known as "The
Gateway to Elrood sector" because it is the main
connecting point with other trade routes running
throughout the rest of the galaxy.
With the Imperial crackdown on Derilyn, Torina
has become the last official stop on the E-D Run.
This has boosted Torina's fortunes considerably
as many refugees from Derilyn have settled on
this once ignored world.
While, in theory, the Empire controls the entire sector, it has thus far bothered to extend full
control over only one planet: Derilyn. The Empire has established a region of space encompassing the Derilyn and Berea systems, known as

99

-EE.!!Ir:l:0~o~d~S~e~ct!l0~r:,:O~v:l:e:!:rvl:::i!lie~w::::.:==============================:;:'TAA...
WARS"'""

100

The Star Wars Planets Collection

.....ITAR~================================:.E~lr~O~O~d:!.2s~e~c1to~r~O~v~e~rv::;i~e:::w~

-WARS

Imperial Interdicted Space. Imperial customs


ships constantly patrol Derilyn system space
and the section of the trade route from Torina to
Derilyn, known as "The Extreme." Local spacers
warn visitors that it is extremely unlikely for a
ship not to be boarded, harassed or confiscated
by Imperial forces on Derilyn or in fmperiallnterdieted Space. Since the risks of such a run far
outweigh the benefits, trade from Torina to
Derilyn has dwindled to a trickle.
For ships flying The Extreme, ro1l2D: on a 2,3
or 4 the ship is confronted by an Imperial patrol
(select from the ships listed under "Imperial
Forces").
The confrontations can occur either when the
ship emerges from hyperspace, or when the Imperials have placed an asteroid iIi the hyperspace travel lane, forcing the ships to emerge
into realspace, where they can be boarded and
searched.
Other portions of Elrood sector are regularly
patrolled, although the chances of confrontation
are much lower. For ships flying anywhere else
along the E-D Run, roll 3D: on a 3, one of the
Imperial ships comes across the ship and the
captain decides that a cargo inspection or some
other form of harassment is in order.

Imperial Forces
. The Empire maintains two Star Destroyers,
the Thunderflare and the Stalker, and a Bayonetclass light cruiser called the Rintonne's Flame,
who patrol the whole of Elrood sector.
The Empire also maintains a handful of smaller
patrol ships, customs vessels, and Skipray
Blastboats. There are several TIE wings. The
Empire has a small armed presence on most of
the worlds in Elrood sector, a full military base on
Derilyn, and an obscure observation post in the
Tifnyl System.
The two Star Destroyer captains have developed quite a rivalry. Captain Zed, of the Stalker,
is a hard-nosed navy traditionalist. Captain Pryl,
of the Thunderflare, is of a younger generation
and is determined to make a name for herself.
Captain Zed considers Captain Pryl to be a soft. hearted woman who is best used as a supply
clerk and has no business being a combat officer.
Captain Pryl thinks Captain Zed is a crude, twodimensional buffoon with no cunning.
The two captains engage in a continual contest of one-upmanship. Each tries to catch the
most smugglers, impound the most vessels, destroy the most Rebels, all in hopes that sector
Moff Villis Andal will take notice. Pryl has been
known to anonymously send out warnings of
where Zed's ship is patrolling, in hopes of scaring
away any prey for the Stalker. MOff Andal, far

from seeing these actions as means of achieving


greater rank for either captain, sees this rivalry
as a source of amusement. Every so often, Moff
Andal drops a hint to Pryl or Zed about some
great deed the other did, in hopes of causing the
other captain to push harder.
ImperiaI'Star Destroyers: Stalker and
Thunderflare. Capital, capital ship gunnery4D+2,
capital ship piloting 4D+1. Maneuverability !D,
space 6, hull 7D, shields 3D. Weapons: 60
turbolaser batteries (fire control 4D, damage
5D), 60 ion cannon (fire control 2D+2, damage
3D), 10 tractor beam projectors (fire control4D,
damage 6D). Each ship also has a wing of 72 TIE
starfighters.

Captain Akal Zed


Type: Star Destroyer Captain (of the Stalker)
OEXTERITY 20

Blaster: blaster pistol6D, brawling parry 40. dodge 40


KNOWLEDGE 30
Alien species 40. bureaucracy 40+2, intimidation 70,
languages 40, law enforcement SO, planetary systems 50.
tactics: capital ships 80
MECHANICAL 20
Astrogation 50, capital ship piloting 50, communications
40, sensors 3D, starship gunnery 40+2
PERCEPTION 30
Command 60, investigation 50
STRENGTH 20
Brawling 70, stamina 60+2
TECHNICAL 20
Droid programming 40, security 50
Character Points: 14
Move: 10
Equipment: Swagger stick, blaster pistol (~O), com link

Capsule: Captain Akal Zed is a big, balding, muscular man of middle age. He has a thick neck, a
bulbous nose, hard steel gray eyes, and a permanent scowl.
Raised from childhood in a family of strict disci-

pline and military tradition, Zed has always devoted himself to the Empire and all it stands for. Zed
was given his first command after distinguishing

himself in the Battle of Fleyars N, where he took


command of the Carrack-class cruiser Seswennan
Nightcloak when the ship's captain was fatally
wounded. Eventually he earned command of the
Imperial Star Destroyer Stt;t.lker. His first assignment aboard the Stalker was to ~uppress an upris-

ing on Valera. While he stopped the uprising, he


also lost several support vessels due t6 a funda-

mentally flawed battle plan. Imperial Command


transferred him and his vessel to Elrood sector as
punishment for his mistake. He desperately wants
to redeem himself in the eyes of Imperial Command.
A cold, heartless disciplinarian, Zed is a fanatic
for order. To him, the Empire represents order at its
best. He, therefore, has complete, unquestioning

loyalty to the Empire, and demands nothing less


from his subordinates. His intention is to keep
Elrood sector secure and be transferred to a more
prestigious position.

Zed strictly enforces regulations and feels that

The Star Wars Planets Collection

101

~~""========:;WAU-

Elroo d Sector Overview

!!

'TAR-

~L~~~~~~~~~~~~~~~~::::::===~-------------;;;;;;;;;;;;;;;p;,a;'n~e~ts;CC~o~"e;'c~t;;iOri
~TheStarWars
102

.....sTA.IiR~==============================:.,!;E.!!lr::;O:.:;O:.:;d~s~e;:ct~o~r;';O~v:;e:!:rv~j:;e~w
_APi
terror and brutality are exceptionally effective ways
to maintain order. In this way, he is a two-dimensional thinker. His opinion of Captain Tanda Pryl is
very low - he sees her as spoiled, weak and incorn
petent. not worthy of the uniform of the Imperial
Navy.

Captain Tanda Pry;


Type: Star Destroyer Captain (of the Thunderflare)
DEXTERITY 2D
Blaster 40. dodge 50, melee combat: knife 30+ 1

KNOWLEDGE 4D
Alien species 60+2, bureaucracy 70, cultures 70, intimidation 60+2, languages 70+2, law enforcement 70+1, plan-

etary systems 70, tactics: capital ships 80, willpower 80


MECHANICAL 2D
Capital ship shields 40, communications 60+2, sensors
6D
PERCEPTION 4D
Bargain 70. command 70. investigation 60+ I, persuasion
70+2. search 60
STRENGTH2D
TECHNICAL 4D
Computer programming/repair 60. first aid 50. security
6D
Special Abilities:

Force Skills: Control 40, sense 50


Control: Accelerate healing. control pain. remain con
scious, resist stun

Sense: Life detection. life sense, sense Force


Control and sense: Projective telepathy
This character is Force-sensitive.
Force Points: 2
Dark Side Points: 5
Character Points: 14
Move: 10
Equipment: Knire (STR+10), blaster pistol (4D), com link

Capsule: Tanda is an attractive woman in her late


30's with brilliant cobalt blue eyes. She wears her
blonde hair in a large braid down her back.
Growing up in a privileged family taught Tanda
how to subtly manipulate people, while her father's
influence gained her entrance to the Naval academy. However, she wasn't lacking in ability, as her
meteoric rise through the ranks of the Imperial
Navy showed. She is currently captain of the Imperial Star Destroyer Thunderflare. Tanda was assigned to Elrood sector two years ago. Her extensive readings into the Skywalker incident (at least
those she had clearance for or could get access to
in other ways) have convinced her that those people
who exhibit great manifestations of the Force are
most likely to be found in remote regions of the
Empire (of course, this is simply a theory, and
probably not too accurate, either). She wants to
find those people so she can mold them into Willing
servants of the Empire.
Whereas Akal Zed is a brute, Tanda Pryl is a
devious officer who can seem to be quite reasonable. Her mind is always buzzing with several differ
ent schemes and machinations. Pryl is the sort who
would be Willing to talk things over with characters,
hopefully to trick, convince, or blackmail them into
doing her bidding. She considers Zed to be a maddened rancor: plodding, clumsy and easily outsmarted. Pryl has no doubt that she could best Zed
in a battle of wits.
Even though Pryl enjoys subtlety and the diplo-

The Star Wars Planets Collection

matic approach, she is willing to use violence and


torture to achieve her ends. She has a cruel streak,
and has been reported to take a personal hand in
torture, even enjoying the pain she inflicts on others.
Her goals are to be promoted to admiral, and to
find as many beings gifted in the Force as she can,
and either turn them to the dark side or eradicate
them.

Rintonne's Flame
Craft: Sienar Fleet Systems Bayonet-elass
Type: Light cruiser
Scale: Capital
Length: 200 meters
Skill: Capital ship piloting: Bayonet
Crew: 120, gunners: 30, skeleton 40/+10
Crew Skill: Astrogation 50, capital ship gunnery 40,
capital ship piloting40+ I, capital shipshields 40, sensors
4D.1
Passengers: 48 (troops)
Cargo Capacity: 3,500 metric tons
Consumables: I year
Cost: 5 million credits (new), 2.3 million (used)
Hyperdrive Multiplier: xl
Hyperdrive Backup: xlO
Nav Computer: Yes
Maneuverability: 20
Space: 8
Atmosphere: 175; 500 kmh
HuIl: 4D
Shields: 20+2
Sensors:
Passive: 40/10
Scan: 80/3D
Search: 160/40
Focus: 6/30+2
Weapons:
8 Heavy Turbolasers
Fire Arc: 2 front, 3 left, 3 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 20
Space Range: 3-15/35/75
Almosphere Range: 6-30/70/150 km
Damage: 70
6 Laser Cannon
Fire Arc: 2 front, 2 left, 2 right
Crew: I

Skill: Capital ship gunnery


Fire Control: 30
Space Range: 1-3/12/25
Almosphere Range: 2-10/30/60 Ian

Damage:2D
2 Tractor Beam Projectors
Fire Arc: 2 front
Crew: 4
Skill: Capital ship gunnery
Fire Control: 20
Space Range: 1-5/15/30

Atmosphere Range: 2-10/30/60 km


Oamage:40

Capsule: The Rintonnes Rame is an old Bayonetclass light cruiser that has seen belter days. It is
undermanned. The captain's name is DongalTezrin,
and he is a very irritable person. The last thing he
wanted was to be assigned to a do-nothing sector in
a nearly obsolete ship. Thus, he is always in a bad
mood, which he takes out on hapless naval crew or,
more often than not, innocent ships and their crews
that are halted and searched. Captain Tezrin enjoys

103

EE!!lr:;o~o~d!.1Se~c;:t~o~r~O~v~e.!:rv~i~e~w~==============================;'T.~~A
WA~

interning vessels and taking their crews to Berea.

Greetbos
Craft: Sienar Fleet Systems GAT-12j Skipray
Type: DefensejPatrol B1astboat

Scale: Capital
Length: 25 meters
Skill: Starfighter piloting: Skipray Blastboat
Crew: 2 (l can coordinate); gunners: 2, skeleton 1/+5
Crew Skill: Astrogation 40. capital ship gunnery 50.
starfighter piloting 50, starship gunnery 50+ I, stars hip
shields 40+2

Cargo Capacity: 20 metric tons


Consumables: 1 month
Cost: 285,000 credits (new), 150,000 (used)
Hyperdrive Multiplier. x2
Nav Computer. Limited to 4 jumps

Maneuverability: 10+2 (20+2 in atmosphere)

Space: 8
Atmosphere: 415; 1200 kmh
Hull: 20+1

Shields: 20
Sensors:
Passive: 40/10
Scan:80j2D
Search: 100/30

Focus: 6/40
Weapons:

Three l\ledium Ion Cannons (fire-linked)


Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40
Twin Laser Cannon Turret
Fire Arc: Turret
Crew: 1
SldJJ: Stars hip gunnery
Scale: Starfighter
Fire Control: 10
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50
Proton Torpedo launcher
Fire Arc: Front
Crew: I (same gunner as ion cannon)
Skill: Starship gunnery
Scale: Starfighter
Fire Control: 20
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage:9D
Concussion Missile launcher
Fire Arc: Front
Crew: 1 (same gunner as ion cannon)
Skill: Starship gunnery
Scale: Starfighter
Fire Control: 1D
Space Range: 1/3/7
Atmospllere Range: 1-50/100/250
Damage: 60

Capsule: The Greetbos is the Skipray Blastboat


most likely to be encountered by the characters in
their adventures. It is commanded by Lieutenant
Kader Tentrata, a sullen naval officer who looks at
the Star Destroyers and the Rintonne's Flame with
sullen, resentful envy. Pity the poor pilot who is
stopped by Lieutenant Tentrata, (or that pilot will
become a victim of his foul temperament. This

104

usually means getting a punishment that is far more


severe than warranted. There are several other
Blastboats in the sector that might be encountered
as well- the gamemaster is encouraged to devise
unique personalities for their crews as well.

Other Imperial Vessels


There are 12 hyperdrive equipped patrol craft
assigned to Efrood sector for patrofling trade
routes, as wefl as the defense of Oerifyn system.
These craft can be equipped with a "TfE Modular
Hangar," which attaches to the hufl of the ship
and can carry a pair of TfE fighters for additional
firepower.
Patrol Craft. Capital, capital sllip gunnery4D+ J,
capital ship piloting5D. Maneuverability 20, space
5, hufl 3D+1, shields 3D. Weapons: 4 laser cannons (fire control 20, damage 40+2), 2 medium
ion cannon (fire-linked, starfighter scale, fire control 3D, damage 4D).
There are six system patrol craft assigned
exclusively to Derilyn system. They patrol the
entire system looking for vessels trying to sneak
through the Imperial blockade of the system.
Note that these craft wifl only be encountered in
Derilyn system as they aren't equipped with
hyperdrive.
System Patrol Craft. Capital, capital ship gunnery4D, capital ship piloting 4D+2. Maneuverability2D+I, space 7, hufl30+ I, shields 3D. Weapons:
4 laser cannons (fire control 20, damage 4D).
Aside from the TIE fighters on the Star Destroyers, Derilyn itself has an orbiting space
station, the Derilyn Space Oelense Platform, with
two fufl wings otTIE/ln fighters (144 fighters).
Derilyn Space Defense Platfonn. See the chapter on Derilyn for game statistics on the space
platform.
TlEfIn Fighters. Starfighter, starfighter piloting
3D+ I, starship gunnery 3D. Maneuverability 20,
space 10, atmosphere 415; 1200 KMH, hull 2D.
Weapons: 2 laser cannons (fire-linked. fire control 2D, damage 5D).
The Drift
The Orift is a huge stellar gas cloud located
between Lanthrym and unexplored sector territory. The cloud's rather exaggerated reputation
as a navigational hazard has prevented further
exploration of the farthest reaches of the sector.
In truth, The Drift is a massive dust cloud with
a modest number of asteroids and planetoids.
However, due to the nature of the cloud, starship
sensors have a very difficult time plotting a safe
route through The Drift. Any ship trying to pass
through The Drift wouid have to navigate the
region at torturously slow sublight speeds, tak-

The Star Wars Planets Collection

.....sTAR
..~==============================:,;E;,I!.:;r~O~O~d!,;s~e;:c~t~o:::r~O~v::::e;;rv~ie~w~
-WARS

Imperial Observer's Report, Elrood sector


Lieutenant Darvis Tret, Reporting.
I have spent the last six months of my tour
of duty investigating Elrood sector. All that I
can say is that I am very pleased that not a
single drop of Imperial blood was shed to gain
this sector. This region was not one of the
jewels in the Republic's crown.
Elrood sector is devoted to agriculture,
mining and manufacturing, although it excels
at none of them. I have found the inhabitants
oftheworlds to be unfailingly compliant. They
are a simple folk who are ignorant about everything save that they are at the bottom of the
pecking order. The region of space has been
settled for thousands of years, and frankly,
there's not much to show for it. The population is predominantly Human and Gamorrean,
with a smattering of other galactic species, as
well as several native species, including the
Coynites, Orfites, Meris and Teltiors.
There are only a few worlds worthy of note.
The sector capital is called Elrood (a testament to the originality of the sector's denizens), a bureaucratic world that is also the
headquarters of the sector's largest corporation, Radell Mining.
Kidron is a refuge planet for those who have
earned theanimosityof the powerful, wealthy,
or dangerous. At first, Ithought that this planet
might prove to be a possible nest of Rebel
sympathizers. I am happy to report that
Kidron's citizens are refugees from local law
enforcers, bounty hunters, collection agents

ing years to cross even the narrowest portion of


The Drift. At this time, there are no routes going
around The Drift, so that region of Elrood sector
beyond The Drift (and containing the so far unknown Kuras system) remains unexplored.

The Degan Gas Clouds


There are several small clusters of gas clouds
near the Dega and Osirrag systems, collectively
known as the Degan Gas Clouds. While these gas
clouds pose a navigational hazard, the minor
trade route running from Kidron to Dega does
much to alleviate the inconvenience of the clouds.
However, the legends surrounding the gas clouds
are worth noting: ancient spacers' legends suggest that the clouds hide several rogue planetoids which harbor great treasures abandoned
by an ancient space pirate. Still other legends
suggest that a group of Star Dragons
(Duinuogwuin) inhabit the clouds and fiercely

The Star Wars Planets Collection

and gangsters. This world poses no threat.


Coyn is a planet populated by warriors who
uphold a strict, archaic code of honor. They
excel as weapons makers. I am delighted to
report that many Coynites willingly fight for
the Empire. Again, no presence is needed
here.
Merisee is an agricultural planet that also
boasts a rather extensive medical community. The people are peaceful and typically
compliant.
Derilyn is the last major planet, and the last
stop on the Elrood-Derilyn Trade Route. Of all
the worlds, Derilyn is the most valuable, since
it has respectable natural resources and manufacturing complexes. It is my recommendation that Derilyn be seized and occupied. This
action would also have a chilling effect on
those who might consider rebellion.
Establishing a naval base here would be
ideal, as forces could easily patrol the rest of
the sector from here. A pair of Star Destroyers
will be more than enough to handle any potential trouble in the sector.
There are many systems in this sector that
have not yet been explored. The Republic
wisely refused to allocate further resources to
an already mediocre region.
Historical Note: This report was filed shortly
before the Empire seized Derilyn. Lt. Tret was
promoted for his efforts on behalf of the Empire.

guard their territory. Finally, other legends suggest that the gas clouds are inhabited by a kind of
"ghost ship" or "dimensional creature," both of
which are purported to manifest themselves in
times of great danger, either helping or attacking
those who have ventured into the clouds (the
legends vary). Naturally, all spacers publicly dismiss these stories as "deranged babbling of someone who's been in the void too long" ... but
spacers are a superstitious lot and no one has
ever investigated these legends by travelling into
the gas clouds.

Minor Planets And Systems


The following worlds and systems, while not
"major" worlds, are of some interest and are

worth noting. Gamemasters are encouraged to


flesh out these worlds as needed, since they
suggest a wealth of adventure possibilities.

105

WARS""""
~1';2!~~~~~===============~5TAR

~ood Sector Overview

Almaran System
Located close to Imperial Interdicted Space,
A1mar is a "second-class" planet even by Elrood
standards. Since it isn't part of the Elrood-Derilyn
Trade Route, it has a lesser volume of traffic than
Elrood sector's main planets.
A1mar's biggest attraction is the Almar Upside, a space station that has docking and repair
facilities, as well as the standard establishments,
such as shops, bars, and hotels. Built by a corporation headquartered on Derilyn, Almar Upside
was going to be a resort where the wealthy
people of Elrood could come to relax, play, and
spend money. Of course, Elrood's hoped-for fortunes never materialized. The corporation made
the best of things, and tried to keep the station
going.
When the Empire moved in on Derilyn five
years ago, the corporation was swallowed up.
Before the Imperial forces got a chance to catalogue the corporation's holdings, the computer
banks were wiped. No "official" record of ownership of the station existed. The space station was
considered fully independent. Over the years,
the Rebel Alliance has quietly taken control and
responsibility for the station. They have converted parts of it into a surveillance and listening
post, aimed at Imperial Interdicted Space.
Since the space station still receives some
traffic, every effort is made to conceal the true
loyalties of those who run it. To the outsider, and
even to most employees, Almar Upside is simply
an independent space station. All surveillance
activities are hidden away in a very isolated
corner of the station.
Almar, also called A1mar Downside, is a tropical paradise. The planet is covered by sandy,
colorful beaches, rolling orange-grass covered
hills and lovely flowers. Proximity to its sun, no
axial tilt, and a high amount of unique temperature-moderating pollen in the atmosphere keeps
the entire planet comfortably warm year round.
A shuttle runs from A1mar Upside to A1mar
Downside. The only starship services are provided by a small control tower and spaceport
located outside the only sizable city (it has about
100,000 residents). The planet's entire population consists of immigrants from other worlds,
and the main trade is tourism. Because of the
world's isolated location, it is a poor one, playing
host to only a few hundred thousand tourists per
year. The world has many small craftsmen and
traders, as well as localized agriculture, so the
planet, while poor, offers a primitive but relaxing
lifestyle for residents.

Berea
Berea is host to a mining colony owned by
Imperial Mining, Ltd. of Derilyn, which in turn, is

106

under the direct control of the Empire. This


world is the chief source of ore for IML.
The mine worker population is about one thousand people, plus several thousand automated
mining droids. About one quarter of the workers
are normal laborers; the rest come from interned
freighter crews, supposedly waiting for some
nebulous legal entanglements to be straightened
out. Of course, they will have a long wait. All
workers are regarded with suspicion since Berea's
work conditions borderon the criminal. Workers
labor under the watchful eye of armed guards.
Hired workers have marginally better quarters,
as well as acceptable pay and equipment; conscripted workers labor under the most difficult
of conditions.
Access to Berea is strictly controlled by IML,
with only corporate ships and Imperial warships
allowed into the system. All other ships entering
the system are warned that they are trespassing
in IML space and told to leave or face being shot
down and imprisoned.
Merchants and free-traders are not allowed to
land or trade on Berea; all of Berea's goods come
from IML shuttles from nearby Derilyn. Berea has
a small spaceport at the main mining complex.
Besides the small docking facility, the complex
has a small bi-state memory plastic administra-

The Star Wars Planets Collection

...sTARAp==============================:.;E~I~r~o~o~d~s~e;:c;!t::;o~r~O~v~e~rv~i~ew~
_AU
tive building, a storage shed for mining vehicles,
an ore-loading facility, and 20 long barracks buildings (each providing shelter for 50 miners).
Climate on the planet is cool and dry. Nighttime temperatures drop below the freezing point
of water, and vicious wind and hail storms are
common. A common form of punishment is to
force troublemakers to spend a night without shelter during one of these storms. Security is maintained by 20 private troops contracted by fML.
20 IML Guards. All stats are 2D except: blaster:
blaster pistol4D, brawling 4D, security 3D, intimidation SD. Move: 10. Blaster pistol (4D), armored
vest (+ 10 physical, +1energy), datapad, comlink.
Adventure Hook: Characters who are careless enough to get captured by the Empire could
be sold into service to IML. The characters need
to engineer a breakout. However, two of the
miners in their work shift are Imperial stooges,
and will attempt to warn Imperial Mining about
any breakouts they learn of. Since any remaining
miners will be punished if a breakout occurs,
they make it their business to know these sorts of
things very quickly- the characters may have to
fend off hundreds of angry miners.

Bodrin
A small temperate planet, Bodrin is on the
Elrood-Derilyn Trade Route. The planet has a
small spaceport offering clean facilities, food,
repairs, and supplies.

Bodrin has a warm summer, and cold snowy


winters with very high winds. During the five
month winter, the citizens hunker down in their
homes, all mining stops, and the planet practically closes up for the season.
The planet's economy depends on this small
trade and some quarrying. Bodrin has a fine,
marblized rock called bodrite that is in demand
throughout the sector. The rock is used in floors
and walls for elaborate palaces, expensive office
complexes, and other ornate buildings of the
wealthy. Because of the value of bodrite, Bodrin
only has to produce about 2,000 metric tons of
the rock per year to maintain its trade balance.
The product is difficult to quarry, so the planet is
not wealthy by any means, but it is self-supporting.
Planetary government is administered by the
Elrood Quarry Corporation. Individuals may not
carry weapons on Bodrin. Bodrin's police (often
hired mercenaries) are heavily armed and have
very little tolerance of crime - trespassing, assault, robbery, and other crimes are dealt with
harshly. Bodrin is a quiet, frontier planet. The
small towns are closely knit and crime is rare.

Dega
This is a medium-sized world orbiting a red
sun. It is devoid of intelligent life. Dega used to be
one of Radell Mining's mining worlds, but the
veins played out several decades ago.

Dega: A world devastated by the ravages of corporate mining.

The Star Wars Planets Collection

107

-EE~lr~o~o~d;!",,;:S:;e~ct~o~r:,O~v~e:!:rv~I~e~w~==============================:;:'TAR
WAuThe ecosystem has been destroyed. Plant life
is scarce, and the water, what can be found of it,
is poisoned by chemical wastes. Hot winds eerily
whistle through the monstrous, rusted chunks of
obsolete mining equipment and smelting facilities, all judged too old and useless to incur the
expense of moving them off-planet. These silent
steel ghosts rise from a planet surface that bears
deep scars and holes from various mining operations.

The ground under Dega's surface is honeycombed with mining tunnels. Many are now unsafe, and a minor disturbance (such as a blaster
skirmish) could cause a sizable collapse.
Dega has but one use now: it is a favored site
for negotiating illegal deals, exchanging contraband, hiding hostages, and the like. Dega has
become a neutral meeting ground for the many
gangs, bounty hunters and criminals of the sector. While there have been many minor battles
and betrayals on Dega, the truce has held for
most of the groups operating on Dega.
Adventure Hook: While travelling through
the Elrood sector (but not on the E-D Run) the
characters find a light freighter that has been
holed by a small asteroid. The crew of three is
dead. On one unfortunate is a small information
disk which reveals that a Radell Miningexecutive's
teenage daughter was kidnapped by six bounty
hunters hired by Imperial Mining. The girl was
taken from Elrood to Dega.
On this ship were the three bounty hunters
who were sent to deliver the ransom demands to
the girl's father. The demands are for 1,000,000
credits plus the schematics for a new mining drill
that Radell is developing. The cash and the plans
are to be delivered to Dega Smelting Facility #423. As the situation now stands, the girl's father
knows that she is missing, but not why.

Ha/bara
A tropical planet with great mountain ranges,
Halbara is a world rich in ores, and is the primary
source of Radell's mineral wealth. Halbara's climate is hot and steamy in the spring and summer. The fall is a rainy season, while the winter is
characterized by powerful monsoon-like storms.
Daytime temperatures reach about 30 degrees
centigrade, with thick and uncomfortable humidity. Nighttime temperatures fall to about 15 degrees, but the humidity breaks most of the time.
The world is thick with jungle growth, animals
and insects (which pose a major annoyance unless using the proper repellents).
At least a dozen mines dot the planet. All
operations are run from a centralized location

called Halbara One. Halbara One facilities include a spaceport, an ore-loading facility, a small
corporate office building, and an apartment com-

108

plex for the miners.


Radell treats its miners well, with good pay
and adequate safety considerations. Radell is
aware of the threat of fmperial Mining, Ltd., and
as a result has hired over one thousand Coynite
mercenaries (see the entry on the planet Coyn)
to guard its facilities. The mercenaries' chief
mission is to be on the lookout for industrial
sabotage. Therefore, a vessel that enters the
system unannounced is suspicious. Normal procedure requires that visitors go to Radell Mining
headquarters on Elrood and get an authorization
code and permission to visit the mining colony.

Korad
This small dusty planet is akin to a roadside
stopover that has seen better days. There is a
small automated landing pad on the planet's
north pole that is serviceable for repairing minor
ship damage. Most ship pilots simply bypass
Korad and continue on the E-D Run.
These days, Korad has one prime business:
salvage. The planet was originally settled in the
time of the Old Republic by a corporation called
Renew, which specialized in metal reclamation
and wreck salvage. Korad was used asadumping
ground for old ships, vehicles, machinery and
other wastes. Many years ago, Renew went bankrupt, leaving the world independent. To this day,
the world is a giant refuse yard - it is a place
where just about anything can be abandoned
with no questions asked (since no one is in
charge of the planet). Many criminals use the
planet as a good place to dump the bodies of
beings who are "in the way."
Circling the planet's circumference like a natural space ring is a band of scrapped vessels, many
dating back to the Old Republic. The barren
surface is littered with wrecks, ranging from
starfighters, to freighters, to repulsorlift vehicles,
to old droids, to old landspeeders. The atmosphere is thick with the odor of leaking fluids
from the wrecks, spilled chemicals and the like.
Korad's atmosphere requires a breather mask.
On Korad, a character can find the remains of
practically every model of vessel or planetary
vehicle. Naturally, most are stripped. Finding a
useful part is a Very Difficult search skill roll. The
closest thingto a caretaker is a wheezy old public
relations droid named Emtee-Seventee. MT-7T is
still functional, though its programming is incomplete, as parts of its memory have been
erased. The droid is left over from the days when
Renew was still in business. When Renew went
bankrupt, the remaining staff evacuated quickly.
There was only one vessel for evacuation purposes, and there was just no room for the droid.
It is believed that several groups of scavengers and refugees have taken up residence in the

The Star Wars Planets Collection

.....ITA.IiR~==============================~E=:I!!:r~O~O~d~s~e~c;!t~o~r~O~v~e;:rv~ie~w:::::
-WARS

One of Korad's countless yards of discarded ships..

unending piles of refuse. Several groups of Ugors


frequent the area.

lanthrym
An ice planet orbiting a yellow sun, Lanthryrn is
a world of people still angry about a slight that
occurred centuries ago. When the Elrood-Derilyn
Trade Route was assembled, Lanthryrn and Coyn
competed to be the third major stop on the route.
When Coyn received the endorsement, the governor of Lanthryrn was enraged and insulted.
. Though that governor is dead, a descendant of
his lives on as governor and carries on that hatred.
As a result of the trade route choice, Coyn's fortunes increased while Lanthryrn's declined.
The population, fed a constant stream of propaganda by the government, is sullen and resentful. Lanthryrn is the only planet in the sector
where Gamorreans are in the majority, and the
politicians have openly suggested that Coyn was
chosen because the Coynites "have chosen to
cultivate good relations with their Human masters." People who come from Coyn are often
assaulted and their ships vandalized.
Due to its weak economy and the desire to get
even with the other worlds that have slighted
them, Lanthrym has tacitly allowed criminals
and smugglers to operate with minimal interference. Of late, the pirate Dorok and his men have
moved into the Lanthrym system. Law enforce-

The Star Wars Planets Collection

ment officials are corrupt ("justice" goes to the


one who pays the most) and the only real law
hinges on a being's skill with a blaster.
Most of the buildings are underground, fed by
geothermal energy. Lanthrym boasts a large number of bars, clubs, casinos, arenas for gladiator
combat, hotels, and other establishments that
cater to the baser interests.
Lanthrym has a thriving black market and
forgery trade. Items and weapons banned or
regulated in the Empire can be found here at
greatly inflated prices. Those who need false
identification so that they may "disappear" are
well advised to come to this world as well.
Governor Alryrn II is a plain-looking, spindly
man. He never travels anywhere without his six
hired Gamorrean guards, and two female companions, one on each arm.
Lanthrym is also the sector's leading producer of salt and other sodium products. Aside
from the profits from rare sodium compounds,
the mines are a perfect form of punishment for
those who exceed even Lanthryrn's liberal standards of behavior.
Adventure Hook: A nervous man hires the
characters and their ship to take him to Lanthryrn.
The man owes a local crime boss a large amount
of credits, and he is coming to ask for an extension. As it turns out, a gang of toughs, eager to
make a name for themselves, jump the charac-

109

EE:!!lr~o~o~d~S,!;e:.ct~o~r:,:O~v~e:!:rv~i~e~w~==============================:;:;STAR...
WARS""""

ters and try to kill them. The characters' employer dies during the fight.
The man was a friend of Governor Alrym, a fact
not known by anyone until after the victim's
death, when the local law enforcement officer
investigating the scene (long after the gang has
fled) positively identifies the victim. The local
law believes that the characters are somehow
responsible for the man's death. The characters'
ship is impounded. The characters must somehow retrieve their ship and avoid the law while
trying to establish their innocence.

Osirrag
This small planet boasts a pleasant climate of
light breezes, perfumed air, and moderate temperatures. Summers are warm and calm; winters

are cool with minimal snow. During the spring


and summer, small delicate insects spin gossamer strands everywhere.
Osirrag boasts a small number of colonies,
mostly engaged in subsistence agriculture. The
world lies far off the main trade routes and seems
to offer few resources, although it is a pleasant
and safe world.
There is a common folktale of this planet. Off
in the unsettled wilderness of the world, there is
believed to be a species of sentient wind creatures. Each of these creatures is invisible to the
unaided eye, but they are reputed to communicate by whistles. The legend states that one
young boy, hundreds of years ago, searched out
these creatures, and was welcomed by them.
They learned to communicate with him, and
somehow they have extended his life span for
many centuries. It is believed that he is their
guardian, responsible for the conduct of his
people and the defense of these creatures.

Tifnyr
Tifnyl System has no habitable planets. The
largest moon of the fourth planet, a gas giant, has
a thin atmosphere and a primitive ecosystem.
The Empire has set up a small listening post
here. A crew of 10 technicians and 10 Imperial
Navy troops man the station. One of the two
Imperial Star Destroyers docks here once a month
to rotate crew members and drop off supplies.
The post's military value is negligible. It was
established by Moff Villis Andal as a ploy to get
additional credits sent to his sector from the
public dole, and so far the plan has worked
remarkably well.
Adventure Hook: The Alliance has found out
about the existence of the listening post, and has
commissioned the characters to destroy it with
a commando raid. However, Moff Andal has recently been asked to again account for the post's
existence thanks to an audit in the Empire's Office

110

of Military Accounting. Moff Andal has deliberately


leaked out information to the Rebels about its
presence to lure the Rebellion into attacking it.
Thus, the Moff can claim that the post's function is
as a trap for capturing Rebels ...

Torina
For years, Torina suffered the stigma of being
a minor stop on a small trade run. When Derilyn
was seized by the Empire, Torina became more
important to sector trade. In the past few years,
a major land spaceport and two orbital spaceports were built. Hotels, bars, casinos, and warehouses have sprung up to handle the new economic boom. The Torines (a near-Human race)
have invested their profits in additional industry,
but also have a strong aesthetic streak and have
spent much on beautifying their world and maintaining the overall ecosphere.
Besides trade, Torina has a thriving electronics industry. Most consumer electronics can be
found on Torina for 20 percent less than normal
rates. However, they are local knockoffs, and are
thus not as reliable as brand name products (for
example, if using a complication on the Wild Die,
a Torine product fails). One repair attempt can
be tried, and it is a Moderate task. I! the roll
succeeds, the item resumes operation. I! the roll
fails, the item is permanently damaged and cannot be repaired. Once characters have learned
better, they will probably seek out "brand name"
electronics and find out that Torina levies a 50
percent tariff on imported electronics!
The primary corporation that manufactures
these inferior products is Quality Electronics of
Torina. They have offices and major retail outlets
on Coyn, Lanthrym, and Elrood proper, and their
products are available through independent
merchants throughout the sector.
I! there is one emotion that governs most
Torines today, it is fear. Despite their newfound
wealth, the Torines see themselves as teetering
on the brink of Imperial domination. Any day
now, the Torines expect to see a huge Imperial
fleet arriving in-system, bent on conquering the
small planet. Thus far, the only overt Imperial
presence is the occasional shuttle that transports a few Imperial officers here, ostensibly for
relaxation purposes.
Behind the placid images of a peaceful and
prosperous world, Torina is a center of Imperial
and Rebellion espionage. The world is controlled
by the Empire, no matter how marginally. However, the Empire is keeping a close eye on the
planet to determine if a more forceful presence is
warranted. Naturally, the Rebellion is trying to
quietly earn the Torines' support. The Torines
must be very careful in the next few years to
avoid violent retribution for "rebelliousness."

The Star Wars Planets Collection

--ITA..
R~==============================:.;E:.'!!r~o~o:::d~s~e;:c~t;:;o:::r':O~ve~rv~i~ew~
_AU

Devron Zal
Type: Small Corporation Junior Executive

DEXTERITY 2D
Blaster: hoJd-out blaster 50, dodge 5D

KNOWLEDGE 4D
Bureaucracy 60, business 6D+2,languages 50, planetary systems: Elrood sector 50+2.
value 60, willpower 70

MECHANICAL ID
Ground vehicle operation 20

PERCEPTION 4D
Bargain 70, con 60, persuasion 60

STRENGTH 2D
TECHNICAL 2D
First aid 3D, security 30+2

Character Points: 5
Move: 10

Equipment: Hold-out blaster (30), comlink, datapad, recording rod, several nashy
business suits, Radell Mining expense card

Capsule: Devron is a junior executive with Radell Mining. His official title is
"Chief Contractor Liaison" - he is in charge of hiring temporary and contract

employees. He joined Radell at an early age as a prodigy, and has rocketed to


his current position. He wants to see Radell triumph over Imperial Mining.
A handsome young man with a warm handshake and an impish grin,
Devron is smooth, confident, and polished. He is an extremely good dresser
who uses lots of cologne and hair lotion.
Beneath his polished veneer is an accomplished. hardnosed negotiator.
He is always looking for ways to gain the upper hand in negotiations with
freelancers. A man of great ambition, he wants to rise higher in the company
by any means possible. If those he hires do their job well, he is warm and

friendly towards them. His disdain Is evident for those who fall short of his
expectations.

The Unexplored Systems


Due to the backward nature of the Elrood
seclor and the many navigational hazards off the
established travel routes, there are many unexplored systems in Elrood sector (these unexplored systems are not shown on the sector map
on page 100). Gamemasters are encouraged to
make exploration a prominent theme in Elrood
sector. While there aren't any undiscovered
space-faring civilizations in this area of space,
there could be many information age or lower
tech-level planets out there that haven't made
contact, as well as countless unregistered settlements, lost cultures, alien artifacts and other
elements that can be the focus of exploration
adventures. For more information on this type of
adventure, see Galaxy Guide 8: Scouts.

Radell Mining Corporation


Radell Mining Corporation (RMC) was founded
on the planet Elrood centuries ago to handle the

The Star Wars Planets Collection

anticipated flow of mineral wealth from Elrood


sector. The company has never become a major
force in galactic mining, but enough revenue can
be wrung from the planets so that Radell makes
a respectable profit and continues to be the
largest company in the sector.
Radell's main source of ore is in the Halbara
system, and it treats the route from Elrood to
Halbara as a vital "trade secret." Radell has holdings in several nearby sectors, but it isn't very
important to the galactic economy. Locally, working for Radell is a sign of prestige.
These days, Radell is interested in hiring exploration parties to find new sources of mineral
wealth in the sector. It also employs freelancers
to guard ships and facilities against corporate
sabotage, often perpetrated by its prime competitor, Imperial Mining. Radell pays for reasonable expenses, plus a base rate of between 75 and
300 credits per day.
If the characters seek employment through
Radell, their most likely contact is Devron Zal.

111

RR....
EE~lr~o~o:?d~S~e~c;!t~o~r:,:O~v~e:!:rv~ie~w~================================::;n~
WA~

Though there are dozens of such executives who


hire adventurers, Devron is one of the best and
he is known for being able to quickly and accurately assess recruits.

Imperial Mining, Ltd.


Founded on Derilyn a few years ago by retired
Imperial naval personnel, Imperial Mining, Ltd.
OML) owes its success to the fact that the Empire
forcibly persuades some customers to use IML.
IML's chief source of ore is the Berea system,
a short jump from Derilyn and securely within
the bounds Imperial Interdicted Space. Many
Elrood citizens feel that IML is an active front for
the Empire. Whispered stories of espionage arid
sabotage designed to promote the Empire's interests abound.
IML has a sizable cargo fleet courtesy of the
Empire's navy - ships entering the Derilyn system are often boarded and searched, and many
confiscated ships become the property of IML.
As one might expect, many of the ship seizures
are questionable (at best). Crew members aboard
such ships are quickly convicted of smuggling
and sent to work off their sentence as slaveminers leased to IML. Individuals are paid 25
credits a day for their labors, but IML's charges
to "contract employees" for equipment, room
and board comes out to 23 credits a day, so a
worker can only reasonably expect to earn 736
credits "take home" pay per year.

Crime Bosses
Like most other regions of the galaxy, the
criminal underworld is alive and well in Elrood
sector. There areseveral prominent crime bosses
in the sector.
These characters can have many uses in an
Elrood sector campaign. Characters may encounter the bosses when they need a quick, "no
questions asked" high interest loan (for guidelines on "loan sharking," see pages 27-29 of Galaxy Guide 6: Tramp Freighters, Second Edition).
Perhaps the characters' heroics are attracting
too much attention, and the crime bosses want
the characters "silenced." A crime boss might
anonymously help sponsor a down-and-out group
of characters, only to "call in the favor" later (the
favor could involve striking against a rival
crimelord, or perhaps smuggling some contraband through heavy Imperial patrols).
.Lud Chud
Type: Rakaan (Neuter) Crime Boss
DEXTERITY 2D+1
Blaster4D, dodge 6D, pick pocket 50, running 40, webs 60
KNOWLEDGE 2D+2
Bureaucracy 50, business 60, intimidation 70, law enforcement 40+ 1, planetary systems: Elrood sector 50,
streetwise 70+1, value 50

112

MECHANICAL 2D+ 1
Communications 60

PERCEPTION 4D
Bargain 60, command 70, con 70+2, gambling6D, hide8D,
persuasion 80, sneak 80
STRENGTH 4D+2
Brawling 60, climbing/jumping 80

TECHNICAL 2D
Security 40
Special Abilities:
Fangs: STR+ 10 damage
Webbing: Chud can shoot 2 webs from its abdomen every
round, using its webs skill. Breaking out of a web is a Very
Difficult Strength or lifting task. The webs retain their
potency for two hours, and have a range of 3-4/8/12.

Neuter Phase: In neuter phase, Lud Chud may add + 10 to


Strength and all Strength-related skills, as well as increase
Move by +2.
Character Points: 12
Move: 14, 12 (swimming)
Equipment: Blaster pistol (40)

Capsule: Lud is an 80-year-old Rakaan. It has always


had a talent for crime, and has settled on Torina as
the premier crime boss. It was only when the Empire took over Derilyn and Torina rose in importance did Lud's criminal empire gain much worth.
Lud has influence, property, and henchmen
throughout Elrood sector, but it concentrates its
activities on Torina, Lanthrym, and Elrood. At these
sites, it engages in loansharking, protection rackets,
black marketeering, forgery, smuggling, and other
unsavory activities_
Few beings have seen Lud. It allows others to
circulate the misperception that it is a Humanoid
male.
A cunning but lazy being, Lud sits in its lair and
hatches new schemes while revelling in its power.
Though it is willing to talk and negotiate, it is a clever
negotiator and twists words to get people to do what
it wants.
Lud eats people who do not agree with it. It keeps
many victims dangling in cocoons in its lair. Lud is
getting close to Transition; it is currently in neuter

phase.
Boss Kaggle is Lud's biggest rival. Lud's chief
ambitions are to be the absolute head of all crime in

the sector, and to get rid of Kaggle.

B055 Kaggle
Type: Oazouri Crime Boss
Rest Form

DEXTERITY 1D
Brawling parry 10+2, dodge 60, melee combat 10+1,
melee parry 40, pick pocket 70

KNOWLEDGE 3D
Bureaucracy 60, business 60, cultures: Elrood sector
60+1, intimidation 60, languages 50, law enforcement
50+2, planetary systems 60, streetwise 60, surviv:al 50,
value 50, willpower 60

MECHANICAL 1D
PERCEPTION 3D
Bargain 60, command 60, con 70, forgery 50+ 1, gambling
60+2, hide 70, persuasion 60, sneak 60

STRENGTH 1D
Brawling 20, climbing/jumping 3D, melee combat 10+1,
stamina 3D

TECHNICAL 3D
Computer programming/repair 60, droid programming
50, droid repair 50, security 70

The Star Wars Planets Collection

.....rrAR"r==============================::.!E~J~rO~O~d~s~e~c~t~o~r~O;!;v~e~rv~je;:w:::::
_ARS
Rage Fonn:
DEXTERITY SD

Brawling parry 50+2. dodge 100, melee combat 50Tl,

melee parry 80
KNOWLEDGE 10
Intimidation 40
MECHANICAL 10
PERCEPTION ID
STRENGTHSD
Brawling 80. climbing/jumping 70. lifting 60+2, stamina

7D
TECHNICAL 10

Special Abilities:
Rage: When a Dazouri is wounded, badly frightened,
threatened with bodily harm, successfully intimidated or
infuriated, he transforms into his rage form. He can also
initiate it at will, but it is a Very Difficult Perception task.

Kaggle can prevent his rage transformation with a Heroic


Perception task.

Dazouris and Lahsbees are closely related races: "genetic


W

cousins In the same way that Humans and near-Human


races are closely related. Like the Lahsbees. Dazouris
physically transform from one form to another. The char
acter must allocate dice for the rage and rest forms.
Oazouris also receive a bonus of +10 to Dexterity and
Strength for their rage form. Oazouris retain the same skill
adds, no matter their form. Oazouris in rage form may only
use brawling parry, dodge, melee combat, melee parry,
intimidation, brawling, climbing/jumping and lifting.
Claws: STR+20 damage (rage form only)
Teeth: STR+1 0+2 damage (rage form only)
Horns: STR+IO damage (rage form only)

This character Is Force-sensitive.


Force Points: 1
Dark Side Points: 4
Character Points: 14
Move: 8 (in rest form), 12 (in rage form)
Equipment: Oatapad

Capsule: Boss Kaggle is a Dazouri, a species that


has two forms, rest and rage. Starting out as a petty
thief, he used the combination of his intelligence
and his violent form to rise in the criminal underworld of his home sector.
In his normal Dazouri rest form, Boss Kaggle is a
scrawny, hairless, one-meter-tall creature with spin-

overconfident, feeling that they can now manipu-

late the small alien.


One of Kaggle's biggest objectives is to build up
a large crime empire and get rid of his hated rival,

Lud Chud.

dly limbs. He has big, black saucer eyes, vestigial


horns on his upper forehead, and a thin reedy
voice.
In his rage form, he transfonns into a 3.2-metertall hulking brute with shaggy black fur, huge claws
and fangs, and a pair of wicked horns.

Boss Kaggle makes his home on Lanthrym, where


he has a palatial home and an impressive force of

Pirates
There are a couple of active pirate bands in
EJrood sector. Despite their best efforts, the Imperials have been unable to eliminate or capture them, much to the chagrin of Moff Andal.
Grakkata

bodyguards. Even though he does not truly need

Type: Wookiee Pirate

guards, their presence perpetuates the illusion of


him being a small, fragile creature.
In his rest form, Kaggle is a shrewd, calculating

DEXTERITY 10
Bowcaster 40+ I, brawling parry 3D, dodge 40, melee
20+2. melee parry 40
KNOWLEDGE 2D+ I
Business 30. intimidation 70. languages 40, planetary
systems: Elrood sector 40+2, streetwise 3D. survival 40.
value 30. willpower 30
MECHANICAL ID
Astrogation 30+ I, repulsorlift operation 40, space transports 50, starfighter piloting 40+2. stars hip gunnery 30+ 1
PERCEPTION ID
Command 20, hide 30, sneak 40
5rRENGTH 4D+2
Brawling 60+2, climbingfjumping 60, lifting 60, stamina
50+1
TECHNICAL 2D

little creature who appears physically helpless. He


voices a distaste for violence and a dislike of pain

("Oh, please don't threaten me, gentlemen, it upsets me so! You really don't want to upset me, do

you?") Everything in his manner speaks of "talking


this out."
In rage form, Kaggle is a homicidal maniac that
mows down anything that is standing. Usually,

Kaggle's bodyguards and aides leave the room


when they see that he is about to make the change.
This makes many of Kaggle's soon-to-be-victims

The Star Wars Planets Collection

113

-EE.!!lr;;o~o~d~S~e~ct~o~r;';O~v:lie:!:rv~i!.!:e~wl::.:==============================;'TAR...
WARS""""

-STAR~===============================-E~I~r~o~o~d~s~e;:c;lt~o~r~O~ve~rv:::::!i~e::::w
_AU

Rakaans
Rakaans are large, predatory creatures
from Rakaa IV, a warm jungle and forest
world on the edge of the Core. The creatures
are rarely encountered away from their
homeworld.
Physically, Rakaans have a segmented,
mottled green to dark brown body, with a
bloated abdomen and ten limbs. The back
eight legs work together for fast locomotion
and swimming, while the front two limbs,
longer and nimbler, are tool- using limbs with
prehensile hands and opposable digits.
Rakaans can shoot webs to trap prey. The
webs are created in a small sac on top of the
abdomen, and are shot out of the top side of
the abdomen segment. Normal webs can last
for about two hours. Rakaans who chew on
the nargk root native to their world can mix
its juices with their saliva to produce a preservative adhesive that can last for many
weeks without losing strength. This adhesive
is used to cocoon victims for later feeding. A
pair of glands inside a Rakaan's mouth produces an acidic substance that dissolves the
webs.
The Rakaan "head" is mounted on a long
neck. The face boasts four segmented eyes,
which can move independently of each other,
and asmall openingthat leads to theRakaan's
hearing organs. A series of pits on the head
allows the Rakaan to breathe when the rest of
the body is underwater.
The Rakaan mouth is located underneath
the abdomen, and is equipped with a set of
mandibles.ARakaancanalso breathethrough
its mouth. The brain is located in the center
of the abdomen, along with the other major
vital organs, welkushioned from impacts
and injury.
Rakaans are native to warmer climates:
they go into hibernation in cold weather
(below zero degrees standard). The normal
Rakaan life span is about 160 standard years.
Rakaans have five life phases, which also
correspond to unique sexes - child, female,
neuter, male, and andro. Each Rakaan normally experiences at least three phases during its lifetime. There is no steady cycle of the
life phases: on average, a Rakaan is in child
phaseforthefirst30years of its life, but it may

114

stayin this phase for as few as five or as many


as 60 years. Likewise, the retention of the
other sexes is highlyvariable. ARakaan might
retain asex for as little as three months orlor
as long as 80 years. Some scientists theorize
that the distribution of the sexes, and the
biological change from one sex to another,
called the Transition, is part of a natural
rhythm that ensures that there are enough
Rakaans of all sexes to perpetuate the species. Scientists have noted that in times of
famine, the neuter population skyrockets,
while in times of severe depopulation, such
as during hive wars, the neuter population
plummets, children mature quickly and the
male, female and andro populations increase
at a very rapid rate.
When a Rakaan is in Transition, the old sex
characteristics disappear, while the new ones
mature and grow, often within the span of
two to three standard weeks. During this
period, Rakaans become very violent and
ravenously hungry.
Thechild phase is the earliest ofall phases.
The Rakaan is physically much smaller than
all other phases (normally only about half to
one meter tall), and it is in this phase that
Rakaans learn much about survival from the
more mature members of their species.
In the neuter phase, Rakaans are quite
strong, but still physically small (about 1.5 to
2 meters tall). Neutral Rakaans are used as
hunters, guards and warriors, as they have a
very compact but dense muscle structure.
Their altered metabolism allows for the very
efficient use of energy, and thus their food
requirements are smaller than in other
phases. fn times of peace, with no overriding
threats, upwards of 80 percent the Rakaan
population may be in neuter phase. During
times of conflict, the Rakaim population is
also overwhelmingly neuter. However, as
soon as the conflict dies down or the population reaches a critically low number, neuters
begin changing into the other sexes and begin bearing children.
In male phase, Rakaans are responsible for
fertilizing the Rakaan eggs which females lay.
A male Rakaan is only slightly larger than the
neuter phase (about two meters tall).

The Star Wars Planets Collection

Infemalephase,Rakaanslayeggs.
After the eggs are fertilized, the female retakes the eggs into her abdomen, where they are nourished.
Rakaans in female phase are largest, reaching their full height, and
their abdomen normally elongates,
giving them a length of up to four
meters. After the eggs have been
nourished for three months, the
eggs are released into a nesting
chamber, where the andro phase
Rakaans are responsible for bringing the eggs to maturity.
The final Rakaan phase, andro, is
of average size for the Rakaan species. The andro is responsible for
nurturing fertilized eggs. The
andro's glands produce a unique
paste, released through the mouth,
whichmustbespreadovertheeggs.
The nourishment from the eggs
feeds the young Rakaan until they
are ready to hatch into child phase,
three months later.
Rakaan
Attribute Dice: 12D

OEXTERITY 10/40
KNOWLEDGE 20/40+2
MECHANICAL 10/30+ 1
PERCEPTION 10/50
STRENGTH 20+2/50
TECHNICAL 10/20+1

Special Skills:
Dexterity skills:
Webs. Time to use: One round. This is

A Rakaan in neuter phase.

the skill used to shoot the Rakaan's

webs.
Special AblIllles:
Fangs: Do STR+ 1D damage.
Webbing: Rakaans can shoot up to two webs every round;
their bodies can produce three webs per standard hour

(assuming the Rakaan Is well fed), and the abdominal sac


can hold up to 10 webs. Breaking out of the webbing is a
Very Difficult Strength or lifting task. Normal webbing lasts
up to two hours, although with the preservative saliva
Rakaans make, a web can last for several weeks. Thewebs
have ranges of 3-4/8/12.
Phases: Rakaans have several unique life cycJe/sexphases

The Star Wars Planets Collection

that affect their die codes. They are child, neuter,


male, female and andro.
Child: wID to Strength, -2 to Dexterity, -3 to Move.
Neuter: +ID to Strength, +2 to Move.
Male: +2 to Perception, +1 to Strength.
Female: +2 to Strength, +2D armor to abdomen area, wI
to Move.
Andro: w3 to Move.

Move: II/IS (walking). 11/14 (swimming)


Size: 1.5-3 meters tall, 2-4 meters long

115

EE~lr!:l0~o~d~S:l;e:;c!:to~rW;0~v~ei!:rvl::!lie~w::::.:==============================~'TAR
WARS""""
Computer programming/repair 3D, droid repair 3D,
repulsorlift repair 3D, starship repair 4D+ 1
Special Abilities:
Berserker Rage: +20 to Strength when in immediate danger. See page 137 of Star Wars: The Roleplaying Game,
SecondEdition and page 124 of the GamemasterHandbook.
Climbing Claws: Add +2D to climbing.

Force Points: 2
Dark Side Points: 1
Character Points: 7
Move: 11
Equipment: Bowcaster (4D), comlink, datapad

Capsule: Grakkata is a 2.5-meter-tall Wookiee with


gray shaggy hair. She keeps her equipment and
bowcaster stored on harnesses crisscrossing her
chest. Her eyes are a soft green color.
Grakkata has plied the space lanes of Elrood for
the past three years. She has been on the run from
the Empire ever since she escaped from slavery
several years ago. After absconding with a light
freighter originally confiscated by the Empire,
Grakkata came to Elroad sector to "disappear."
Although she is a pirate, Grakkata adheres to the
Wookiee code of honor. As a rule, she raids only
Imperial-affiliated vessels or other pirates. Her
choice of targets has made her many enemies.

Grakkata shares the Wookiee tendency toward violence, but her intimidating presence is often enough
to get appropriate levels of cooperation from her
victims. Aside from piracy, Grakkata is involved
with smuggling, illicit passenger ferrying and gun
running. She loves travelling the Extreme, as it
represents a challenge.
Characters will have a strong ally in Grakkata if
they make friends with her. She knows Elrood sector inside and out, and if they earn her confidence,
she will provide advice and act as gUide for the
newcomer characters. Grakkata wants to stay alive
and prosper, and see the Rebellion beat the Empire,
which will enable her to return to Kashyyyk.

Treespirit
Craft: Ghtroc Industries class 720 freighter
Type: Modified light freighter
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Ghtroc freighter
Crew: 1; 1 can coordinate
Crew Skill: see Grakkata
Passengers: 10
Cargo Capacity: 135 metric tons
Consumables: 2 months

Dorok Zalaster
Type: Bloodthirsty Pirate
DEXTERITY 3D+2

Blaster 60, dodge 50, pick pocket 40


KNOWLEDGE 3D

Alien species 40+2, intimidation 60+ 1, planetary systems: Elrood sector60+2, streetwise

5D
MECHANICAL 2D+2

Space transports 40. starfighter piloting 40+ 1, starship gunnery 40, starship shields 3D
PERCEPTION 2D

Command 40, con 30, forgery 30, hide 5D, sneak 50+ 1
STRENGTH 3D

Brawling 50+2
TECHNICAL 3D

Security 40
Character Points: 9
Move: 10
Equipment: Blaster pistol (40), two grenades (50), blast vest (+10 physical; +1
energy), com link

Capsule: Dorok is an older 1.75-meter-tall Human male. His hardened face


indicates a hard life of crime. His bald head is covered with tattoos. A huge
scar runs from the top of his head, down the left side of his face, ending at his
chin. He has an evil smirk.
Acriminal since he was a young pickpocket in the Corellian System, Dorok
is hiding out in the Elrood sector with his band of devoted pirates.
A dirty fighter, cruel, avaricious, and opportunistic, Dorok is exactly the
sort of person you don't want to meet in adarkalley. He cares little for galactic
politics. Dorok steals from everyone and is not averse to killing everyone on
a ship just for the sheer pleasure of it. Dorok thinks he has the gift of a witty
turn of a phrase, but he is little more than a murderous bully.
Dorok is a highly successful pirate- that's all that he does well. He fancies
himself a jack of all trades, but fails miserably in all other endeavors. Dorok
and his men have a pirate base on the isolated world of Lanthryrn. The base
exists with the quiet acceptance of Lanthryrn's government.
He has many spies throughout the sector, who scour cantinas, starports
and other spacer haunts looking for information on ship schedules and
cargoes.

116

The Star Wars Planets Collection

-n'AR~==============================~E~f~rO~O~d~s~e;:c~t~o~r~O~v~e;:rv~ie;:w::::::
-WARS

Cosl: 46,750
Hyperdrive Multiplier: x2

Hyperdrive Backup: xIS


Nav Computer: Yes

Maneuverability: 20
Space: 4
Atmosphere: 280; 800 kmh
HulI: 40
Shields: 20
Sensors:
Passive: 15/00

Scan: 30/10
Search: 50/30
Focus: 2/40
Weapons:
Four Laser Cannons (fire-linked)

Fire Arc: Turret


Crew: Pilot or co-pilot
Skill: Starship gunnery
Fire Control: 20+ I

Space Range: 1-3/12/25


Atmosphere Range: 100-300/1.2/2.5 km
Damage: 60

Capsule:The Treespiritis a battered-lookingGhtroc


freighter that Grakkata has modified substantialIy
since she stole it several years ago. Its most notice-

able feature is the color scheme: the entire ship is


a soft forest green to match the color of her native
Kashyyyk. What isn't readily noticeable are the four
retractable laser cannon: they've been an unpleasant surprise to many careless TIE pilots.

Doroks Pirate Fleet


Dorok has a pirate fleet consisting of The Last
Thing, a modified customs cruiser, and eight
scout ships. All were captured during various

The Star Wars Planets Collection

heists (the escapade leading to the capture of the


Imperial Customs cruiser is Dorok's favorite tale).
While the ships aren't as well maintained as lhey
were previously, the fleet is still a danger to
poorly armed private freighters.
Dorok has 34 underlings actively involved in
piracy, along with his countless spies. They are
all unprincipled dregs who would sell each other
out, but Dorok keeps them in line because of the
wealth he can offer them. If Dorok's men attack
the characters, use the following stats.
Dorok's pirates. All stats are 2D except: btaster
SD, space transports SD, Strength 3D, brawting
4D+l. Move: 10. Blaster pistol (4D damage).
The Last Thing
Craft: Seinar Fleet Systems 344 class Light Cruiser
Type: Modified Imperial Customs Light Cruiser

Scale: Starfighter
Length: 42 meters
Skill: Space transports: 344 Light Cruiser
Crew: 4, gunners: 4, skeleton 2/+10
Crew Skill: Space transports 40, starship gunnery 4D,
starship shields 3D

Passengers: 10 (troops); 6 (prisoner cells)


Cargo Capacity: 150 metric tons

Consumables: 3 months
Cost: 375,000 credits
Hyperdrive Multiplier: x2
Hyperdrive Backup: xlO
Nav Computer: Yes

Maneuverability: 20

Space: 9
Atmosphere: 400: 1,150 krnh
Hull: 50
Shields: 20

117

EE:!!lr~o~o~d~S,!;ect~o~r:'02::v:lie:.!:rvl::,~eil:w~==============================::;:;'TAR
WAIU""""

Dorok's Scout Ships

Sensors:
Passive: 30/10
Scan: 60/2D
Search: 90/3D
Focus: 4/40+ 1
Weapons:
Four Laser Cannons

Fire Arc: 2 front, 2 turret


Crew: 1
Skill: Starship gunnery
Fire Control: 3D

Space Range: 1-3/12/25


Atmosphere Range: 100-300/1.2/2.5 km

Damage: 50

Capsule: The

Last Thing

is an old Imperial light

cruiser captured through clever deceit and a wellexecuted plan. Dorokhas made extensive modifications to it. The name comes from Dorok: "My ship is
the last thing my victims see."
.<~:;;;;::.:

..........:.......

:.: :;:;::::::: : .

Craft: Tykannin Drive Redthomclass scout ship


Type: Modified SC9ut vessel
Scale: Starfighter
Length: 24 meters
Skill: Space transports: Redthom<.lass scout ship
Crew: 2
Crew Skill: Space transports 5D, starship gunnery 4D+l
Passengers: 2
Cargo Capacity: 10 metric tons
Consumables: 6 months
Cost: 55,000 credits
Hyperdrive Multiplier: x2
Hyperdrive Backup: xI5
Nav Computer: Yes
Maneuverability: ID
Space: 5

Atmosphere: 295; 850 kmh


Hull: 30+2
Shields: ID
Sensors:
Passive: 30/00
Scan: 50/1D
Search: 75/20
Focus: 5/30
Weapons:
One Laser Cannon
Fire Arc: Front
Crew: Pilot or co-pilot
Skill: Starship gunnery
Fire Control: 10
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage:4D

Capsule: Dorok owns eight stolen scout ships. The


vessels have been modified according to Dorok's
instructions.

Bounty Hunters
Elrood sector is an area that plays host to
several bounty hunters. Despite the presence of
a "refuge" world (Kidron), the dangers of openly
hunting individuals on Kidron discourages much
action on that world. Bounty hunters most commonly frequent Coyn (because it is a major crossroads in the sector) and Elrood (because it is a
major trade route on the world). Aside from
Grea, there are few experienced bounty hunters:
those few bounty hunters who do comb the
space lanes of the sector tend to be on the
amateur and inexperienced side.

Grea The Orfite


Grea the Orlite is Elrood Sector's "patron
bounty hunter": she is the most famous and most
experienced of those who regularly operate in
the sector. This wizened Orfite has "served"
Elrood sector for over two decades. She has
tenaciously guarded her territory, and in her
years of bounty hunting, has had few failures.
A middle-aged Orfite with the characteristic
large nose, Grea stands at just under 1.5 meters.
She does not look like a dangerous bounty hunter
-which she uses to her advantage. An Orfitescent
mask is always within easy reach.

118

The Star Wars Planets Collection

....srA~~==============================:.;E;,I~r~O~O::;:d~s~e~c~t~o~r':O~ve;,rv~i;,ew~
_AU

Elrood Slang
Elrood sector, much like other regions of the galaxy,
has its own slang. Although each world has its own
unique phrases and words, these slang terms are fairly
common and well-known in most areas. While they may
have fallen out of favor, or never have been very
popular, most people will know and understand these
phrases.
Almosters: Residents of Lanthrym, which almost won
a coveted spot on the E-D Run. Warning: Lanthrymers
do not like to be reminded of this. Using this phrase
around them is likely to provoke a fight.
Blackheads: Imperial officers. Named for the black
caps they wear.
Businessman: A smuggler.
Chirps: Any droid that communicates through electronic languages of beeps and whistles and cannot
speak Basic.
Dreamers: The Rebel Alliance. While the Elroodians
would love to seethe Empire fall, they think the Alliance
is a pipe dream.
Drift, The: A huge cloud of gas that spans much of the
sector. It is reputed to be extremely dangerous to
navigate and there are no known hyperspace routes
through the region.
E-D Run: Nickname for the Elrood-Derilyn Trade Route.
Extreme, The: The section of the E-D Run that is under
Imperial control, running from just beyond Torina to
Derilyn. So named due to the belief that anyone travelling the run from Derilyn to Torina is extremely unlikely
to make the run without being boarded or harassed by
the Empire.
Fmally Made His (Her) Fortune: The person died.
Normally used as biting sarcasm.
Flying Rocks: Ore carriers.
Flying Triangles: Imperial Star Destroyers.
Gate, The: Coyn, the closest planet to the rest of the
galaxy.
Gnats: Also "Swarm of Gnats." TIE fighters.
Grunts: Gamorreans. Derisive term.
Guest: Someone taking refuge on Kidron.
Helping the Emperor: Someone who has been seized
by the Empire and forced to work in the mines of
Imperial Mining.
His Imperial Travesty: The Emperor.
Krilhead: Astupid person. Named for the unintelligent
bovine creatures that act as the chief source of meat for
the sector.
Link, The: The informal sector-wide network of

The Star Wars Planets Collection

gossippers that passes unofficiai secrets and rumors


that the mainstream media will not touch.
Proties: Short for protocol droids, this is a derisive term
for anything (or anyone) that is perceived as useless.
Race the Run: Go from one end of the E-D Run to the
other.
Race the Run Adrift: Same as above, but the pilot
actually made it to Derilyn.
Rock Chewers: Miners.
Roods: Anyone born or having lived most of their life in
the sector.
Rulebook: Also "Law Book." A blaster. Describes the
many beings who must take the law into their own
hands, and enforce it at blaster point.
Run, The: Nickname for the Elrood-Derilyn Trade Route.
Self Service: Pirates. In essence, they help themselves
to others' ships and the cargoes within.
Shags: Wookiees. Generally used affectionately, but
can be derisive.
Shoot the Stars: Engage hyperdrive.
Stopshort: The planet Torina, which is the last planet
before Derilyn. Torina is onestop short of the end of the
Run.
Taken Up Mining: Someone who tried to complete the
E-D Run, but was caught by the Empire.
Ticktils: Bilars and any other "cute" species. A pronunciation of TCTL, which stands for "Too Cute To Live."
Toz: The chief grain found on Merisee, which has been
transplanted to many of the other worlds in Elrood
sector. It is used in breads, mushes, flour, and brewed
into utoz, a popular alcoholic beverage.
Tozzed: Drunk.
Tracers: Bounty hunters.
Unluckies: Term for people who are not from Elrood
sector but now find themselves there.
Utoz: Avery popular drink brewed from fermented toz
grain.
Utozz: A brand of Utoz, created by the Utozz Prime
Brewery Corporation, the largest and oldest brewery
on Merisee.

Wet-dock: As opposed to dry-dock, where ships are


repaired, a wet-dock is a bar.
What's the Trouble?: How much does this cost? What
is the price?
White Wonders: Stormtroopers. Derisive term.

119

-EE~lr~o~o~d!.1S~e;,ct~o~r:';O~v:;e:!:rv~i~e~w::..:==============================;:''TAR...
WARS""""
Grea was born on Kidron. She left her home
planet as soon as she was able. Her years as a
drifter yielded impressive results: she won a small
ship from a gambler and picked up her military
skills while ferrying a group of mercenaries around
the nearby Methall'has sector.
Grea is ruthless and amoral, but pragmatic and
honest. Onceshe is hired to find someone, nothing
can shift her focus. While she will consider any
task, regardless of the moral implications, she is
true to her word and will not lie to a client. Her
objective is simple: to make as many credits as
possible.
Like all Orfiles, Grea can use her highly developed sense of smell to track people, determine
what sorts of things were in a room (provided
those things give off any sort of scent), and even
fight in total darkness unhindered. For tracking her
quarry, Grea relies on a combination of a network
of informants plus her keen senses.

The Neverquit
Grea's ship, the Neuerquit, is a small, custombuilt vessel from the Coyn Shipyards. It is the
only one of its kind, though the schematics exist
to build more. The vessel looks like a dagger, with
the engines set into the "handle." It has a bellymounted laser cannon turret. The entire vessel is
black. The appearance of the Neuerquit has become a harbinger of bad luck to local spacers.
"Neuerquit's nearby, someone's gonna die" is the
litany often repeated when the ship is sighted.

120

Grea The Orfite


Type: Orfite Bounty Hunter
DEXTERITY 3D
Blaster 5D+2, blaster: heavy blaster pistol 80, blaster:
repeating blaster 70, brawling parry 50+2. dodge 80+1,
firearms 70+1, melee combat 50+2, melee parry 50, pick

pocket 40+1, thrown weapons 40+2


KNOWLEDGE 3D
Alien species 60, bureaucracy 50, intimidation 70+2,
languages 5D+2, law enforcement 40+ I, planetary systems 4D, streetwise 50, street wise: Elrood sec lor 70,
survival 60, value 50, willpower 70
MECHANICAL 2D
Astrogation 40, communications 3D, ground vehicle op-

eration 4D+2, repulsorlift operation 30+ I, sensors 3D,


space transports 60+1, starship gunnery 40+2
PERCEPTION 4D
Bargain 60, command 50, con 70, gambling 40+2, hide
50+1, investigation 60, persuasion 60+1, search 90+1,
sneak 60
STRENGTH4D
Brawling 80, stamina 60
TECHNICAL 2D
Blaster repair 30, computer programming/repair 40, first
aid 40+1, security 60, space transports repair 40+1,
starship weapon repair 30+2
Special Abilities:
Olfactory Sense: Orfites add +20 to search when tracking
someone by scent or when otherwise using their sense of
smell. They can operate in darkness without any penalties. Oue to poor eyesight, they suffer -20 to search,
Perception and related combat skills when they cannot
use scent; they also suffer a -20 penalty for targets over
five meters away. See Orfites under the entry for Kidron.
Character Points: 13
Move: 12
Equipment: E-web repeating blaster (80), heavy blaster
pistol (50), blast vest (+ lD against physical attacks, + 1
against energy), com link, datapad, medpac, breath mask,
Orfite scent mask, Orfite power harness

The Star Wars Planets Collection

.....sTA:!'!:R====================~~

-WARS

Elrood

Elrood
Elrood
Type: Terrestrial plains
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, plains
Length of Day: 28 standard hours
Length of Year. 364 local days

Sapient Species: Humans


Starport: 4 Imperial class, 1 private Imperial class, 8
standard class

Population: 6 billion
Planet Function: Sector capital, manufacturing, trade
Government: Representative democracy
Tech Level: Space
Major Exports: Starships, refined metals and ores, processed alloys

System Datafile
Elrood system, star: Elrad, yellow sun.
Six planets in system - third planet, Elrood,
can support life. Others can support artificial colonies. Elrood is the main system
planet.
Elrood is the capital of Elrood Sector.
Heavy ship traffic ahead. Please turn ship's
comm to channel XTX984, local planetary
spaceport control channel, for landing instructions.

ATIENTION TRAVELERS: This is Elrood


Space Central. Welcome to Elrood. Please
turn to channel XTX984 for instructions.

Major Imports: Electronics, foodstuffs


System: Elrood

Star. Elrad (yellow)


Orbital Bodies:
Name
Planet Type
Trinka

searing rock

Acatal

barren rock

Elrood

temperate plains

Akana
Thrang

barren rock
gas giant

Tufar

ice ball

Moons

o
o
2
1
7

World Summary
Elrood serves a triple role in its sector: capital,
major manufacturing complex and trade center.
The world is comfortable, with a pleasant climate
and large landmasses within habitable zones.
Due to its status as sector capital, Elrood is a
busy world, bustling with starships and aliens
from many species.
The planet supports several immense urban
megaplexes, and large factories dot the landscape. Elrood is home to the largest free ore
refineries in the sector (Derilyn has similar facilities, but its status as an Imperial occupied world
prevent easy access to these plants). Most of the
ore is brought here from mining worlds throughout the sector. Elrood's chief exports are refined
metals, which find their way into buildings,
starshlps, and processed alloys.

The Star Wars Planets Collection

Elrood has two moons: Sharene and Lodos


named after a prominent husband and wife wh~
were with the first colonists many thousands of
years ago. Both moons figure prominently in
local culture and folklore.

System Summary
The Elrood system is located on the edge of
the sector. Elrad, the system's sun, is a common,
main sequence yellow star. Elrood is the system's
third planet.
Trinka, the closest planet to the sun, is a
harsh, hot rock, and seems to lack any commercial potential, although there is a small Elroodian
scientific outpost on this world.
The second planet, Acatal, is another barren
world, though it has a thin atmosphere (type II).
There is a small mining facility here, owned by
Radell Mining.
Akana is the fourth planet. It is an unremarkable world with a trace atmosphere and almost
no moisture. Aside from a few microbes embedded in the rocks, the world is barren. Akana could
be terraformed, but it is an unnecessary expense
at this time. Akana has a small, sealed artist's
colony, a place of isolation where people can go
to think in peace and solitude. The colony is

121

EE;!!lr~O~O~d!.:===================================~'TAR...
WAIU""""

subsidized by Elrood's government. Akana's only


moon, Akanala, is a brilliant orb in the night sky
and a source of inspirations for poems and stories. Akanala's brilliance is due to rich deposits
of sparkling quartz, which causes the entire surface to glisten. Akanala is the diamond in Akana's
sky" has to be the oldest, most overwrought
cliche among the writers of Elrood, but it is
nonetheless true.
The largest planet in the Elrood system is the
gas giant Thrang. From Elrood, it appears as a
small, bright green globe the size of a man's
thumbnail in Elrood's night sky.
Tufar is the last planet in the system, and is
little more than a frozen ball of ice and methane.
The grimmest feature of the planet is an abandoned listening post established when the system was first settled. After the incident that
destroyed the station, the world took on a mystique of misfortune, and thus has been ignored
since. The life support failed when a small meteor
breached the airtight prefabricated structure.
The six unfortunates who manned the station
were flash-frozen at their posts and their corpses
remain there to this day.
U

Landing Procedures
Whenever a ship approaches the system and
switches to channel XTX984, the following procedure occurs. Because of the very orderly nature

122

of the Elroodian bureaucracy, the same procedure is always used:


"This is Elrood Starport Command. Incoming
vessel, please identify yourself, and your intentions. Use standard protocol, please."
Once identification and intentions are established, and the ESC sensors confirm the transponder code, they run a brief check to make
sure thatthe ship is not listed in Elrood's records
as wanted or stolen. Elrood is not directly tied
into the Imperial databases, but it periodically
receives updates when an Imperial patrol enters
the system. As a result, minor offenses may not
show up, but if the ship is wanted by the Empire
for a major class one or class two infraction (as
explained on pages 45-47 of Galaxy Guide 6:
Tramp Freighters, Second Edition, or pages 21-22
of Galaxy Guide 7: Mas Eisley) the offense will
almost certainly show up on their computer
records.
If the ship checks out on Elrood's records, a
scan of the ship's engine performance is made,
and it is given permission to land. Any variances
at all from operating norms will result in the ship
being required to have repairs done while on
Elrood. Normally, most starports will overlook a
few minorviolations, but Elrood strictly enforces
Imperial standards. The characters may be quite
surprised to find that they have many hours of
work ahead of them or will have to payout

The Star Wars Planets Collection

.....ITAR
. .~=================================!E;,!;lr~O~O~d
_AIU

several hundred or thousand credits to get their vessel up to snuff. Of


course, this procedure benefits the
local shipwrights as well, but Elrood
Starport Command is not corrupt
and isn't doing this for personal gain
- they are this strict because ...
that's what the rules are, that's why.
Characters who are disgruntled by
this turn of events can't simply decide to leave - this is clearly resisting law enforcement officials, which
is a class three infraction.
"Permission granted, (vessel
name). When you land, please observe all standard decontamination
procedures. If needed, a decon team
will be sent to your vessel to ensure
compliance. We will need to see your
shipping manifest and cross-verify it
with your actual cargo. You will be
required to show us your valid pilot's
license and ship's ownership files."
If the ESC has found any anomaly
with the ship drives, they will be
mentioned now. If requested, ESC
will provide the names and Elrood
Planetary Communication Net
(EPCoN) num bers of recommended
starshipwrights. ESC will also mention anything else that they feel may be wrong
with the ship, such as an uninspired name, potential modifications (to increase safety), procedures for securing and procuring cargoes on
Elrood, the EPCoN numbers for the Elrood Department of Visitor Relations, Department of
Tourism, and Department of Interstellar Trade.
"Land at (name of starport and specific bay).
Download codeXP-445-T78Y, whichis being transmitted now, into your ship's computer upon
coming within 50 kilometers of your starport
destination. When activated, you will be linked
with our navigation beacon and automated landing system. Safe landing, and enjoy your stay."
The ship will receive a sophisticated computer code, which when loaded into the ship's
navigation system, links it into Elrood's fully
automated navigation and landing system. This
system takes all ships under the control of
Elrood's computer routing system, and ensures
asafe landing. Manual landings are prohibited on
Elrood, and any character insisting on doing the
piloting himself will receive a 300 credit fine.
If the ship or the crew is wanted for any serious
infractions, or some other major problem has
been discovered, several armed guards will be

The Star Wars Planets Collection

waiting at the landing bay to inform them of the


problem, or in extreme cases, arrest them.
Elrood Starport Command's security teams
are immaculately dressed and thoroughly professional soldiers. They are dressed in spotless
white uniforms (including white blast vests).
However, these men and women are more than
hired muscle - they are also public relations
officials for the starport.ln essence, they provide
law enforcement, but they are also responsible
for providing information, lending assistance,
and they must be polite, helpful and charming at
all times. Intimidation is not part of their training,
although their sheer physical presence is intimidating enough, if need be.
ESC Security Team. All stats are 2D except:
blaster 6D, cultures 4D+l, law enforcement 6D,
brawling 5D, security 5D. Move: 10. Blaster pistol
(4D), armored vest (+1D to physical, +1 energy),
datapad, and comlinks.
If the characters decide to flee Elrood, engage
in combat with other ships in Elrood space or do
something to require their apprehension, they
will have to face one or more Prosperity-class
light cruisers.

123

-EE.!!lr~O~O~d~==================================:::::;~srAR...
WARS""""
Elrood Prosperity Cruisers
Craft: Elrood StarYards Ltd. Prosperity-class Customs

Cruiser
Type: Light cruiser

Scale: Capital
Length: 300 meters

Skill: Capital ship piloting: Prosperity-elass light cruiser


Crew: 100, gunners: 24, skeleton 35/+ 15
Crew Skill: Astrogation 4D, capital ship gunnery 40,
capital ship piloting 4D, capital ship shields 40, sensors

50
Passengers: 40
Cargo Capacity: 2,500 metric tons

Consumables: 6 weeks
Cost: 12 million (new), 7 million (used)
Hyperdrive Multiplier: xl
Hyperdrive Backup: xl6
Nav Computer. Yes
Maneuverability: 3D
Space: 9
Atmosphere: 400; 1150 kmh

Hull: 40
Shields: 2D

Sensors:
Passive: 50/10
Scan: 90(20
Search: 200/30
Focus: 10/40
Weapons:

6 Heavy Turbolasers
Fire Arc: 3 front, I left, 1 right, 1 back

Crew: 2
Scale: Starfighter

Skill: Stars hip gunnery


Fire Control: 2D+2
Space Range: 3-15(35(75
Atmosphere Range: 6-30/70/150 km
Damage: 40
2 Tractor Beam Projectors
Fire Arc: 2 front
Crew: 6
Skill: Capital ship gunnery
Fire Control: 10
Space Range: 1-5(15(30
Atmosphere Range: 2-10/30/60 km
Damage: 40

Capsule: TheProsperi/y-Class Customs Cruisers, built


by Elrood StarYards, Ltd., are popular amongst the
worlds of the sector. While not exceptional combat
vehicles and incapable of holding their own against
Imperial fleet vessels, they are more than adequate
for customs inspections, pirate actions and other
common planetary defense activities. Elrood itself
has two dozen Prosperities, with one assigned specifically to each starport and the rest assigned to
patrol and outer orbit customs inspections.

Elrood Starports
The starport most likely to be used by the
characters will be Elrooden Starport. There are
four Imperial class starports on Elrood, located in
the megaplexes of Elrooden, Dinbar, Elraden and
Lodos. A fifth Imperial class starport, Radell Central, is strictly for Radell Mining's ore carriers.
There are eightstandard class ports toservesmaller
cities. All Imperial class starports are assigned a
Prosperitydass cruiser and several cloud cars.
Because Elrood is a peaceful world, there is no
need for extensive defenses, and thus there are no
weapon emplacements around these areas.
Elrood is a world that prides itself on appearances, and this naturally extends to its starports.
The starports are an antiseptic white, and are
kept spotless. There are no transients, drunks,
con men, beggars, or otherriffraff here, and there
are always plenty of security guards around eager to lend assistance and enforce the law. The
air is filtered, purified and mixed with perfumes
for added comfort. There are countless protocol
droids (for translation as well as information)
and valet droids to carry bags and luggage, all of
them polished to reflective brilliance.

Typical Debarkation Procedure


Once a vessel lands at its designated bay, a
security squad approaches the vehicle with a
customs official and a medical droid. First, the

124

The Star Wars Planets Collection

P~===================================.!:E;!:fr~O~O~d

_AU
.....ITA,..

;::":; -,

"

....
.

;:;.
:;;;

"

::- .... :;-.-.-::--.:- .


-'-.-'.-.-

.-.:".";-,<-;:::

Storage
Areas
Ifor leasel

Security
The Pit

-.:;-::_-:-:.,---

Starport
Control
Administrative

Offices

The Star Wars Planets Collection

Restaurant

--.

-.

:~~:~~:.:;

125

_A-EE!!:lr2oo2d5!.:=================================~ST.~
WAru-'
Elrood Starport Main Regulations
o Basic landing fee is 10 credits per 10
meters of ship length. This includes decontamination fees. Berthing is 10% of the docking fee per day.
o Port customs fees are I % of value (based
on Elrood Customs standard assessments)
of cargo to be delivered or to be picked up.
o A fine of 20% of Elrood Customs standard
assessments will be assessed on additional
or missing cargoes when compared to the
ship's manifest.
o Ships must register with Elrood Starport
Command prior to departure. A departure
time and flight path will be assigned. In the
event of a ship missing its departure time,
the ship's captain must file for a new departure assignment.
o Ships are expressly forbidden to discharge
weaponry within Elrood System. Violation
ofthis will result in fines and imprisonment.
o Visitation fee is 5 credits per sapient (no
fee for droids).
o The following cargoes are contraband.
Carrying them will result in seizure of cargo
plus a fine of 40% of the cargo's value.
Failure to pay this fine will result in the
impounding of the offender's ship.
Cargoes:
Weapons (special permits must be purchased before travelling to Elrood)
Armor
Unregulated ores (special permits must
be purchased before travelling to Elrood,
with the fee being 3% of the Elrood Customs
standard assessment value)

medical droid checks all crew members for diseases and parasitic infections. The crew is given
a series of painless immunization injections to
protect against any potentially dangerous diseases on Elrood.
A small transponder, encoded with the user's
unique cellular structure, is painlessly inserted
under the skin on the back of each person's hand.
The transponder identifies the person and certifies that the being has passed all immigrations
and customs requirements. It will break down
into harmless component substances after a
month, so there is no need to have it removed. All
Elroodian law enforcement officials carry
datapads which are equipped with scanners that
can determine an individual's identity within a
few seconds.
Meanwhile, decontamination droids survey

126

Animal species not indigenous to Elrood


Spice
Illegal or unregistered substances (special permits for prescription substances
must be purchased before travelling to
Elrood, with the fee being 5% of the Elrood
Customs standard assessment value)

Elrood Laws And Customs


The official language of Elrood, like that of
the Empire, is Basic.
o All ranged weapons are illegal on Elrood.
No bladed weapon may exceed a length of
10 centimeters. Permits are required to carry
any weapons - all permits must be acquired through Elrood Starport Permits
Office (for visitors; residents must go
through a different office) for a cost of 25
credits per local week (eight days). Any
carried weapons must be prominently displayed.
o Armor is prohibited on Elrood.
o Nonsapient creatures must be either kept
secured on board ship or restrained on a
leash.
o All droids must be fitted with restraining
bolts.
o Elrood has very strict standards of conduct and behavior, and stiff penalties for
violation of these laws. Off-worlders are
advised to ask law enforcement officers for
clarification of Elrood's legal system. Violent behavior, smuggling, and sales of regulated items are serious offenses on this
world.
o

the ship's exterior and interior, eliminating any


dangerous organisms. After the crew has been
decontaminated and inoculated, the customs
officer checks the ship's cargo manifest against
the contents of cargo-hold. The customs official
then assesses docking fees and tariffs, which
must be paid immediately.

Spaceport Features
The spaceport features a monorail station
that moves the characters to Elrooden proper in
a matter of a few minutes. Fare is one credit.
For those who wish to travel Elrood sector in
luxury, the Elrooden Starport is the embark and
debark point for Transsector Lines Ltd., a company that runs passenger ships from Elrood to
Torina. Ships leave at midday every other day,

The Star Wars Planets Collection

....ITA,..
RF=================================!E~lr~O:::O~d
_AU
and also stop at Coyn and Merisee. Each passenger vessel carries 150 passengers. Fare one way
is 250 credits for standard passage, 1,000 for
luxury passage.
For cargo traders and independent haulers, a
location of prime importance within the spaceport
is an establishment called "The Pit." Despite its
unpromising name, it is a bar and restaurant where
independent cargo haulers, contractors, traders
and others come to do business and exchange
stories. Unlike many other taverns, the Pit has a
relaxed and professional atmosphere, and like the
rest of Elrood, it is a calm and orderly place. There
is a five credit cover charge to enter.
Inside, the Pit has a huge, sunken conversation
pit (there are no seats in the conversation pit).
Above the pit, at floor level, are a number of booths
where business can be conducted in private. The
booth seats are programmed to conform to the
anatomy and comfort of the occupant. Along the
walls are data panels showing ship arrivals or
departures, and available cargoes.
The conversation pit is usually bustling with
pilots and shipping agents. Pilots try to outbid
each other to carry cargo, while the shipping
agents try to hunt for the best bargains. The
conversations are often lively.
Characters can get a job hauling freight if they
hustle enough cargo merchants over the course
of a few hours. Make bargain, business or persuasion skill checks to see how well they do.
The Pit's main barkeep is Travis Chaz. Chaz
has been here for about 30 years and has "seen it
all."
Travis Chaz
Type: Wizened Bartender

DEXTERIlY 2D+2
Blaster 50, brawling parry 50, dodge 70, melee combat
60, melee parry 50

KNOWLEDGE 4D
Alien species 60, bureaucracy: Elrood 70, intimidation

60, languages 70, planetary systems: Elrood 70+2,


streetwise 50+2, value 70, willpower 60
MECHANICAL 3D+ I
Astrogation 40+2, space transports 50+ 1, starship shields
40+1, stars hip gunnery 40+2
PERCEPTION 3D
Bargain 50, gambling 50, persuasion 60+2, sneak 50

STRENGTH 3D
Brawling 70

TECHNICAL 2D
First aid 40

Character Points: 8
Move: 10

Equipment: Blaster carbine (50, hidden under bar).

Capsule: Chaz is a burly man in his mid-60's, though


he has the health of a man 20 years younger. His hair
is white as snow. He has several scars on his arms

and face, and he walks with a slight limp.


Everyone in the Pit at one time or another specu-

lates about Chaz's past, mostly because Chaz won't


say anything about it. Some say hewas aJedi Knight
or a former Republic Senator, while still others

The Star Wars Planets Collection

suggest he was a pirate or bounty hunter.


Chaz is a no-nonsense, qUietly friendly man. His
vocabulary is quite extensive, betraying a high

degree of intelligence that belies his profession.


Chaz knows about the illegal fanding fiefd, which
customs officials are easily fooled, how to get black
market goods, and which employers are the most
honest. if he likes someone, he will quietly take care
of them by pointing out less reliable prospective

employers or employees.
Chaz also knows a lot about the whereabouts of
different personalities that haunt the Elrood Sector. This information he does not give out easily.

Smugglers' Strip
Despite strict regulations on the part of
Elrood's government, the smuggling trade is alive
and well on Elrood.AlI incomingships are brought
down into the atmosphere over the mountains
on the northern continent (roughly in the middle
of the triangle formed by Dinbar, Elrooden and
Radell Central), where they are instructed to
travel at a 10,000 meter flight ceiling. However,
sensor readings do not cover the entire region,
so for a substantial portion of the journey to any
of these cities, ships are unobserved.
Several years ago, the enterprising crime cartel of Lud Chud built a small, isolated landing
station deep in one of the mountain valleys. Now
known as "Smugglers' Strip," this area is about
1,500 kilometers northeast of Elrooden. The actual facility itself is a simple level patch of ground
with several memory-plastic "temporary" shelters on the mountainside - to the casual eye,
this could be a homestead or small farm. Instead,
below ground level, there are vast underground
storehouses for keeping contraband weapons,
spice, medicines and any other materials that are
smuggled onto Elrood (many items are smuggled
in simply to avoid the tariffs). The area around
the facility has carefully placed sensor bafflers to
disguise the presence of the underground hangars and anytrace emissions left from the comings
and goings of starships.
Smugglers' Strip is a smooth operation - a
ship landing can be unloaded of contraband, be
refueled and be back on its flight plan within the
span of a few minutes. With careful high speed
flying, a ship can arrive at a starport on schedule
so that the automated flight system or flight
controllers have no idea that the ship even
stopped.
The field itself always has half a dozen mob
musclemen, and usually a more "refined" representative of the mob, who provides payment and
otherwise ensures that deals are completed.
Landspeeders are available to bring cargo into
the cities, where it is sold on the black market.
Lud Chud realizes that Elrood Space Central is
very efficient. He is very careful about doing

127

~E~lr~O~O~d!..:=====================================::!

'TARWARS""""

~ ~~~-..:.-..:.:.-..1'..L::=:.:!
128

The Star Wars Planets Collection

.....rrAR
..~===================================.!E;!,lr~O~O~d
-WARS
business at the strip. Only a few ships per month
are allowed to land here. As a result, black market
prices are five times higher than standard cost.
Finding a black market dealer is a Very Difficult streetwise task, and takes two hours per
attempt. Among the likeliest locations is Elrooden
proper and the Pit.
In order to get in on the smugglers' scam, the
characters must first prove themselves trustworthy to Lud Chud or one of his subordinates.
Normally, a crew is also expected to pay a 500
credit "sign-on" fee to be brought into the organization, and from then on the crew must follow
Lud Chud's orders or risk his wrath.
Average Mob Muscle. All stats are 20 except:
blaster: blasterrifle 6D, melee combat5D, brawling
6D, streetwise 5D. Move: 10. Blaster rifle (50),

vibroblade (STR+30), comlink, landspeeder (one


speeder per four mObsters).

Elrooden
Elrooden is the capital cityof the planetElrood.
A huge, sprawling megalopolis, Elrooden and
vicinity is home to 100 million. Elrooden has
never had a centralized plan, so the city has
sprawled out over countless square kilometers
in an odd mixture of residences, businesses, and
factories. Clusters of huge buildings tower overhead, creating artificial canyons below, where
private residences, multi-story residences and
,small businesses crowd for space. Many of the
buildings have underground levels, and there is
an elaborate underground repulsor rail transportation network linking major portions of the
city. Above ground, the city has the monorail
network, which has several main lines (including
the link to the starport) as well as countless
minor lines for commuters and casual travelers.
There is a major repulsor highway network for
personal vehicles, as well as several
airspeederways, which are patrolled by cloud
cars and marked by computer-monitored navigation buoys.

Radell Mining Corporation Building


This building, the tallest on Elrood, resembles
a needle, with a wide base tapering to a point.
With the stylized symbol of Radell Mining on its
northern face, there is no doubt that this is
Radell's corporate headquarters. Near the center of the city, the building is unusual in that it is
surrounded by a large park (privately owned by
Radell but open to the public). The building has
a grand entranceway, with a wide set of polished
white bodrite stairs over ten meters tall. The
building has a large elevated and covered walkway (nearly 300 meters long) that connects to the
major monorail station across the boulevard

The Star Wars Planets Collection

that seals off the park.


Radell is an ever-present facet of life on Elrood
(for which the local people are thankful, since it
has enabled them to maintain a decent standard
of living). Whenever on Elrood, the characters
will notice the Radell logo and the company
colors, navy blue and tan, everywhere. This is
particularlytrue within the Radell complex, where
the logo and colors are prominently displayed on
walls, on uniforms and just about anywhere else
that can be imagined.
The building itself contains offices, meeting
rooms and accommodations for travelers, guests
and freelance workers in the temporary employ
of Radell. When characters are supposed to report directly to Radell headquarters, they come
here. Radell has its own security forces to patrol
the building and the grounds.
Radell Security Guards. All stats are 20 except: blaster4D, dodge4D+2, cammand4D, Strength
3D+2. Move: 10. Blaster pistol (40+2), blast vest
(+ I energy, +10 physical), blast helmet (+ 1 energy, +10 physical).

Elrood Bazaar
The Elrood Bazaar is not only the largest marketplace on Elrood, it is the largest in the whole
sector. Within the confines of the bazaar, tourists
find an endless array of shops (large and small),
offering every imaginable (but legal) product starships, droids, language disks, holograms,
clothing, souvenirs, furniture- almost anything
can be found here.
While Elrood Bazaar is far from the most largest facility of its type in the galaxy, it is nonetheless impressive to tourists who travel from
throughout the sector to visit here. Aside from
the endless array of shops and services, the
bazaar contains restaurants for every income
level, the Elrood Sector Stock Exchange,
landspeeder rental and retail locations, a cultural and entertainment park with rides, virtual
simulations and hologram experiences, and large
traditional picnic parks. Aside from conspicuous
consumption, the bazaar's choices are so diverse that it is as much recreational facility as
shopping area.
The facility is huge - the Grand Plaza, or
Oaya, is over three kilometers across. Between
the Oaya and the ring of permanent shops surrounding the area, called the Perma, there are
literally a million different businesses. The bazaar has both a monorail station and immense
underground parking facilities (the main
speederway linking the starport and the capital
city passes near the bazaar).
The entire bazaar is open day and night, year
round (although many of the smaller businesses
shut down for the night). The Oaya features

129

EE:!!lr~O~O~d!.:===================================i:5TAR
WARS""""

130

The Star Wars Planets Collection

....sTA.IiR~===================================!E~Ir~O~O~d
_AU
oddities, prepared food, small items, live entertainment, and unusual bargains. During the day,
the Grand Plaza is choked with crowds buying,
selling, and haggling for their choice of goods.
The Perma's stores are generally much larger
and feature the more upscale and exclusive goods:
vehicle, droid and starship dealers dominate
much of this area.
Many of the companies found in the Elrood
Sector have branch offices in the bazaar, ranging
from large, retail stores to one room offices with
only a representative and computer.
Of course, the Elrood Bazaar isn't as clean and
wholesome as the local government would prefer. While there are many undercover agents who
scour the area looking for black market dealers
and pick pockets, these elements are a fact of life.
Characters who want illegal goods should make
a Difficult streetwise check (roleplay these scenes
out). At night, characters may find themselves
jostled, and their wallets lifted. There are a very
small number of actual assaults and armed robberies - certainly not enough to give people
pause about going out at night. Like Radell and
the Starport, Elrood Bazaar has its own private
security teams.
Elrood Bazaar Security Guards. All stats are
2D except: blaster 3D+ 1, dodge 4D, languages
3D+1, Strength 3D+2. Move: 10. Hold-out blaster
(3D+2), blast vest (+ I energy, +1D physical),
comlink, datapad.
Here is a listing of some of the more prominent
companies in the bazaar:
Radell Mining: The largest mining interest in
the sector, Radell sells refined ores and metals. It
also produces some finished goods. This office is
more of a showcase for Radell's contributions to
Elrood society (a public relations exercise), while
showing offsome ofthe novel and famous projects
in which Radell metals and ores have been used.
Major contractors sometimes approach Radell
through this office.
Delat Personal Electronics: A small Elrood
company, Delat makes consumer goods such as
chronometers, datapads, location transponders,
comlinks, droid restraining bolts and holographic
projectors.
Ganrite Yards of Elrood, Inc.: Asmall starship
manufacturing company based on Elrood,
Ganrite's product line consists of "clones" of
other companies' established designs. Their most
common vessels are small freighters and personal transport craft, and their most popular
model is the Ganrite Bratillialight freighter, which
is basically a knock-off of the venerable SoroSuub
StarMite light freighter.
Transsector Lines: Transsector's corporate

The Star Wars Planets Collection

headquarters are in Dinbar, and this small transport line serves all of Elrood Sector, with infrequent trips to nearby sectors. Transsector is the
most reliable line in the sector and also the oldest
(in fact, Transsector's founder was one of the
navigators who helped plot the Elrood-Derilyn
Trade Route). Prices and service are modest, and
reservations can normally be made within six

hours of departure.
Professiona Artists Guild: The guild has a
small booth area in the Daya, where the most
popular and critically acclaimed works of guild
members are on display. There are several sand
casting sculptures, holographic paintings and
interactive mood chambers, but the most famous (and popular) display is "The Lovers' Dilemma," a mixed media mood chamber and holographic painting by Walls, a brilliant but temperamental artist whose works are widely sought.
The name "Professiona" was selected as a way of
suggesting an exotic and cultured image. For
those who are interested in studying with the
masters, literature and holos on the various programs at the Akana colony are available.
Mercenary Guild of Coyn: The Coynite mercenaries are famous throughout the sector for
their competence and skill. Those who need the
services of the mercenaries may inquire about
contracts at this location, although anyone who
goes through here will be scrutinized by Elrood's
government. Anyone who wants illegal services
performed is likely to be arrested by Elroodian
security officers.
Ekkar Armaments: The prime business for
Ekkar is the sale of short-bladed knives (since
these are the only weapons that may be legally
possessed on Elrood). Characters without
weapon permits must also complete an application for a permit, since a weapon may not be sold
without one. Characters may also purchase any
kind of legal weapon here for delivery on Coyn,
Ekkar's corporate headquarters.
Orfa Olfactory Entertainment, Ltd.: Orfa's
trade is the relatively untapped field of olfactory
entertainment. Of course, scent is the primary
sense for the Orfites of Kidron, but this company
has finally branched into olfactory products for
Humans and other species. At this time, Orfa's
products are a hot novelty item, and they are
quite popular among the trend-setting youth of
Elrood.
Attakril Meats: This Kidron-based company
sells meats in bulk quantities to restaurants and
chain grocery stores, as well as choice cuts of
meats for individuals. Attakril has made an effort
to produce food packages for every budget, and
buying directly from the company means big

131

-EE!!lr~0:l:o~d!.::==================================::;:fTAR...
WARS""""

savings for the consumer.


Tozzin Foods: Like Attakril, Merisee-based
Tozzin Foods sells to restaurants, grocery stores
and individuals. Their products include a wide
range of bread and grain products, unique vegetable products and pastries.
Utozz Prime Breweries: Makers of the everpopular (or at least common) Utozz, this company sells to major markets and private consumers through this location.
Torina Discount Electronics, Inc.: Torina Discount Electronics, Inc. is smaller than Quality
Electronics ofTorina, but it produces much higher
quality products. In fact, Torina Discount is widely
regarded as a competitive local brand, and many
Elrood Sector residents will purchase the
company's products, despite a higher price, over
quality products of companies from other regions of the galaxy. Torina's prime focus is home
consumer goods such as holographic projectors, entertainment centers, simple home computers and kitchen appliances.

History
The planet Elrood was colonized by the Old
Republic thousands of years ago. The first settlers found a world rich in basic natural resources
- plenty of flora and fauna, a breathable atmosphere, good water, rich soils for crops, and
some mineral deposits for mining and construc-

132

tion. The name Elrood was chosen to recognize


the senator who had fought for the funding for
this colonization effort.
Slowly, settlements blossomed into towns and
cities, while more and more colony ships arrived
over the centuries. Elrood had little to offer the
machines of industry. However, for those who
wanted a simple life of hard work and a decent
place to raise a family, the world was ideal.
As Elrood's population grew, so did its power
and prestige. Eventually, a colony was established on Derilyn, marking the first trade route in
this region. In short order, the Coynites, Orfites,
Meris and Teltiors were discovered, and diplomatic relations were established with these
worlds. In time, the E-D Run was pioneered and
Elrood became a sector capital, with full acceptance in the Republic.
Elrood, always keenly aware of its Republic
heritage, was a staunch supporter of the old order.
When Palpatine took power, many were swept up
in the emotions and promises of Palpatine and
hoped forthe best. However, Elrood changed little.
The increased taxes were a burden, but life went on
much as it had for centuries before.
Now, Elrood is a world compliant in the hands of
the Empire. Many of the people, especially those in
industry, are dissatisfied with the Empire, as it has
favored the huge galaxy-spanning corporations
over smaller, regional companies such as Radell
Mining. However, the Elroodians are a pragmatic
lot, and see the Rebel Alliance as a dangerous

The Star Wars Planets Collection

.....sTAR
..~===================================.!E~I~rO~O~d
-WARS
entity -a bunch of foolhardy revolutionaries who
lack the ability to govern and cannot foresee the
consequences of their actions.
Elrood keeps a nervous eye on Derilyn, ever
fearful that the Empire may decide to crack down
on Elrood and impose martial law. Elrood has
several shipyards capable of producing military
vessels, which may someday be in service to the
Rebel Alliance.

Moon Days
Elrood's culture has several days of special
significance tied to the phases of the two moons,
Sharene and Lodos. The myth of Sharene and
Lodos is tied into the folklore of the planet.
Sharene and Lodos were original colonists, first
married under the twin moons of Elrood. In time,
the phases of the moons came to be associated
with these two lovers, mirroring their lives: ever
changing, always turbulent, yet no matter what
happened, the two were together always. As
many of the Elroodians are poets and romantics
at heart, they have built this myth over thousands of years.
The Lovers' Embrace: Moons within one hand
span of each other. During these times, Elroodian
couples exchange little gifts and give each other
love poems and stories. Couples take vacation
time to be together, romance blossoms and marriages during these phases are traditional. This
happens on three occasions per year, but the
periods of lovers being together last for several
days at a time.
The Lovers' Conflict: The moons are on opposite sides of the sky. Whether it is biological,
psychological or some other unknown factor, it
is known that violent crimes on Elrood are at
their peak during these times.

Akana and Its Moon


Akana is the fourth planet, a desolate rock
with an unbreathable atmosphere. The
Professiona Artists Guild exists on this barren
world, and is a frequent retreat for many of
Elrood's artists. Elrood has long-maintained an
artistic tradition, and many young and talented
writers, artists, musicians and sculptors are tu-

tored by masters.
A small passenger ship makes the Elrood to
Akana run once a week, at a cost of 20 credits one
way. Staying at the Akana retreat costs 10 credits
a day, but compared to the cost of more traditional training at galactic universities, the colony
is a bargain. While this has never occurred, this
colony would be an excellent location for a Jedi
to train and meditate in peace.

Whenever Akana's moon, Akanala, reaches its


full phase, the artist colony throws a wild party,
with much revelry, romance, and displaying, reading or performance of everyone's work.
Crix Griff
Type: Slippery Con Man
DEXTERITY 2D
Blaster 40, dodge 40+ 1, pick pocket 50+ 1

KNOWLEDGE4D
Alien species 50+2, cultures 60, languages 40+2, streetwise
60+1
MECHANICAL 2D+ I
Repulsorlift operation 20+2
PERCEPTION 4D
Bargain 50, con 60+ I, disguise6D, forgery 50+2, gambling
40+2, persuasion 50+ 1
STRENGTH 3D+2
TECHNICAL 2D

Security 40
Character Points; 7
Move: 10

Equipment: Hold-out blaster (30+2), 800 credits, electronic lock-picker (+ 10 to security)

Capsule: Crix Griff is a slippery con man who has

walked the shadows of Elrood's rather rigid society


for many years. The fact that he is still loose on the
streets is a testament to his inventiveness and
subtlety. Griff is a Human of medium build, with
thinning brown hair. He is a thoroughly nondescript
man, which he uses to great advantage. He also uses
a great many number of disguises, and can alter his
appearance with ease.
Griff can be found either in the Elrooden Starport
or at the Elrood Bazaar, searching out easy marks for
his con games. He takes any number of disguises,

from the poor working man to the elegant, well-to-do


tourist. He finds some way to make acquaintances
with individuals who fit his needs, and simply and
subtly learns about their background: home world,
reason for visiting Elrood, favorite hobbies and other

things that help identify a person. Then, he springs


his trap.

Sometimes, he simply fleeces these people of


credits after befriending them. More often, though,
he sets people up to take a fall for other criminals.
Boss Kaggle or one of the other criminals will contact
Crix, explaining that they need "fall men" for a mis-

sion that they are undertaking. The fall men will find
themselves accused of the crime, and eventually,
enough damaging evidence will be discovered to
have them blamed for the crime. Crix will sometimes
make sure that damaging "evidence" will end up in
the characters' possession (actually, cleverly duplicated items of evidence, or sometimes Crix will be
able to get items from the actual scene of the crime
and plant it on the characters). In other cases, Crix
will take the information he has learned about the
characters and carefully feed it to "witnesses" to the
crime and officials who are investigating the crime.
Crix is so smooth that people forget that they learned
this information from the con man and simply associate this information with the characters. Between
the evidence and the testimony of the witnesses, the

characters end up with lengthy jail terms while the


true perpetrators get away with the crime.

The Star Wars Planets Collection

133

EE!!,r;20:02.!!d-==================================;='TAR...
WA~

134

Adventure Idea

Adventure Idea

Radell Mining hires the characters and their


ship to take a Radell junior executive to Torina,
with a one day stopover at Coyn. The executive,
a young man named Tevrin Dol, is an intense,
materialistic, success-Qriented, wealth-Qbsessed,
obnoxious, high-energy individual - in other
words, snide and arrogant. Tevrin is being sent to
Coyn to negotiate with other corporate representatives over trade agreements - Radell will
import more materials from other regional companies, and they will, in turn, take more refined
ores from Radell for industrial use elsewhere in
the galaxy. After that, Tevrin has to go to Torina
and meet with local Radell executives and evaluate operations on that world. He is then supposed to return to Elrood with sensitive data
detailing investments, production quotas, and
profit and loss figures.
On the characters' ship, Tevrin wants luxury
accommodations, and valet service. He will expect to have one character as his personal attendant for the trip. Unfortunately, Imperial Mining
has caught wind of the trip, and hires some
independent spies to tail Dol and report on his
activities. These spies have orders to intercept
the vessel before it returns to Elrood. Imperial
Mining wants the data, and has asked the pirates
to get the information as quietly as possible although that may mean a "random" murder or
two of Dol's "body guards" (the characters) to
disguise their infiltration of the ship.

A prospective employer wishes to talk with


the characters at the Pit. The employer goes to
great length to shield his face. While the employer will not reveal this information, his story
is that he is a Rebel agent on Elrood to make
contact with a secret Rebel intelligence cell. The
agent's transport off Elrood has been unavoidably detained and he must reach Coyn within the
next 20 hours to reach his transport out of the
sector.
Of course, this won't be a smooth missionthe characters encounter a huge drunken alien
pilot who confuses them for an enemy and
promptly begins a brawl in the Pit. There is also
a small group of local Imperial spies looking for
the agent.
Finally, a bounty hunter knows the agent's
identity and intends to capture him and turn him
over to the Empire for whatever reward is being
offered. If the hunter discovers that the characters are hooked up with the agent, he will break
into their vessel and plant some contraband,
then anonymously notify Elrood customs. When
the contraband is found, the ship is grounded
until the matter can be sorted out. Now that the
characters are stuck on the planet, the bounty
hunter can nab the Rebel agent and bring him to
Derilyn.

The Star Wars Planets Collection

~~~;::============================~c.2:0y~n

Coyn
Coy"

System: Coyn

Star Name: Coynek (orange star)


Orbital Bodies:
Name
Planet Type
Moons

Type: Terrestrial forest

Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Forest. plains. mountains. marshes

Length of Day: 20 standard hours

searing rock
terrestrial forest

Sat'Skar

barren rock

Ba'Har
Tro'Har

gas giant
ice ball

Length of Year: 380 local days

Sapient Species: Coynites eN)


Starport: 5 stellar class
Population: 800 million
Planet Function: Homeworld. trade
Government: Feudal garrison-state
Tech Level: Space
Major Exports: Lumber. weaponry. mercenaries
Major Imports: Foodstuffs. high tech. metals

D'Skar
Coyn

World Summary
Coyn ("land of conflict and blood") is a relatively
flat, temperate planet covered with large tracts of
woodland, Coyn has regular seasons, including a
hot summer and a moist and cool winter. The poles
are cold, with moderate ice caps. The equatorial
regions are warm and humid.

System Datafile
Coyn system, star: Coynek, orange star.
Five planets in system-second planet, Coyn,
is inhabited. Coyn is a major trade crossroads
system in Elrood Sector.
Fromthe Coyn Bureau of Tourism:

You are approaching the planet Coyn, Gateway of Elrood Sector, and homeworld of the
proud and noble Coynite people.
Coyn is famous for its weaponry and is also
home to the Mercenary Guild of Coyn, which
boasts the mightiest warriors of this world.
Our mercenary activities are famous throughout the galaxy.
As our guests, you are expected to honor
and obey the En'Tra'Sol, the King-Law. It is a
legal system that has provided for our needs
for thousands of years, and it is the standard
of conduct by which all are judged.
As you approach our world, keep in mind
the following things:
We are a warrior culture and value honor,

valor, and loyalty. Cowardice and weakness


are despised.
A weapon drawn must be used for a warrior
to retain honor.

The Star Wars Planets Collection

Warriors who have shown bravery in combat are respected, kindred spirits.
Never touch a Coynite with your bare hands
unless that person has granted permission.
This is a punishable crime.
Hollow threats, failure to defend oneself,
falsely preparing one's weapon for combat,
deception, thievery and dishonesty are punishable crimes. One who displays these traits
or acts in such a manner is branded af'harl, or
"cowardly deceiver." af'harl are "unseeable"
in the eyes of the Coynites, and have no legal
rights. They may be enslaved, beaten, murdered or dealt with in any way that a Coynite
citizen sees fit. af'harl who have been enslaved are property of that Coynite's estate
and thus are protected by and answerable to
that Coynite. Coynites are responsible for the
actions of their af'harl.
Allowing an opponent to surrender in combat is only permissible if that opponent swears
tracc'sorr, or fealty.
Enjoy your stay.

135

WARS""""
cc~o~y:!:n!.:=====================================::;:;'TAR...

Coyn is ruled by a militaristic sovereignty. The


absolute ruler is the En'Tra ("King-Master''), whose
formal title is En'Tra'SoI'Tais'Tra ("King-Master of
Law, Land and Cities".) The En'Tra, in turn, parcels
out land to various noble families, called
En'Tra'Ag'Tra ("King-Master's highest-servants").
Most of the nobility comes from families with
a lasting martial tradition - the Coynites are a
species of warriors and thus respect and follow
those who prove themselves formidable warriors. This system has lasted for thousands of
years. The capital is in the city of En'Tra'Tal, or
"King-Oty."
The world bustles with trade, as it is the first
world that most ships visit upon entering Elrood
Sector. However, the rather brutal warrior cultUTe makes the world a dangerous place - experienced spacers are normally very careful when
dealing with the Coynites and their unique perceptions of justice.

System Summary
Coynek ("light of land of conflict and blood") is
an orange star that gives the skies of Coyn a pink
and orange cast. D'Skar ("dagger"), the planet closest to the sun, is a small, nightmarish planet with
frequent earth tremors and volcanic activity.
Sat'Skar ("sword") is a "sister planet" to Coyn,
with a comparable mass. The world is extremely
hot (due to increased levels of "greenhouse
gases") with a type III atmosphere. The only life

136

forms are primitive fungi, bacteria and microbes.


Sa'Har ("battle blade") is a multi-colored gas
giant with five moons. Sa'Har has a small band of
rings, the remains of a moon torn apart by gravitational stresses thousands of years ago.
Tro'Har('farthest blade") is the outermostplanet
in the system and is an inhospitable ice ball. The
Coynites have placed an automated navigational
beacon here to direct incoming tralfic.

Gateway to Elrood Sector


Coyn is the crossroads of the E-D Run and the
Coyn Route, the route leading to other major trade
routes in thegalaxy. Sincethe occupation of Derilyn,
the Coyn Route has become the major passageway
to either sections of the galaxy, and thus Coyn is
called the "Gateway to Elrood Sector."
Coyn's starports, both orbiting and planetary,
are popular stop-offs for .fueling and supplies
prior to leaving the sector.'Ships coming into the
sector often stop here because of the many cargo
storage facilities. Often, galactic freighters simplydump their cargoes here. Then, regional cargo
lines pick up the cargo and deliver it to the other
worlds along the E-D Run.
Of course, there is much more than trade
going through Coyn. Elrood's backwater status is
an invitation to those who want to disappear for
a while. Accordingly, many bounty hunters (Grea
included) and Imperial officials frequent Coyn.
Violence is a major problem in the spaceports,
due largely to the Coynites' system of law.

The Star Wars Planets Collection

-w~~~D;:::============================::.,l;c~oy~n
Coyn Starports
To handle the great volume of traffic passing
through the system, Coyn has five stellar class
starports. The prime starport is Skraj'Tais,
"Skyland." It is an orbiting space station capable
of hosting hundreds of ships ata time. It is similar
in design to Kwenn Space Station and is the major
starport for those who have no business on Coyn
itsel!.
The other four stellar class starports are on
the surface of the planet. They are En'Tra'Tais
("Kingland"), Im'Tra'Tais ("Princeland"),
Ah'Kra'Tais ("Common-craftersland"), and
Kroyn'Tais, "Warriorland." There is also a one
standard class starport, Kra'Tais ("Craftersland"),
which is a common destination for those purchasing goods from Coyn. Each of these starports
is within major cities: En'Tra'Tal, Im'Tra'Tal,
Ah'Kra, Kroyn'Tal and Kra.
Characters may be sent to any of the starports,
although if they make it clear that they are just
passing through, they will almost certainly dock
at Skraj'Tais. The main Imperial base on Coyn is
at Kroyn'Tais, although there is a minimal presence in the system.
The starports are similar in design, but
En'Tra'Tais starport is the largest. The city of
Ah'Kra has excellent medical, repair and resupply services. Im'Tra'Tais is the most luxurious

("Coyn-sky-blade," or Coyn's space fleet). The


new arrival must declare what cargo is carried,
intended business and requested length of stay.
I! the ship is here to pick up a specific cargo, this
will be verified. Berthing fees are 50 credits a day,
regardless of the starport.
One good thing about Coynite starports is that
once a ship berths, the Coynites take it upon
themselves to be fully responsible for the ship's
security. Starport security patrols the pads, making sure that no ship is broken into.
StarportSecurity Guards, Dexterity3D, blaster:
blasler pistol SD, Knowledge 1D, Mechanical 1D,
Perception 3D, Strength 3D, brawling SD, Technical ID. Move: 12. Blaster rifle (50), coyn'skar
(STR+20), blast vest (+ 1D physical, +1 energy).

Coynites
The Coynites are a tall, heavily muscled species of bipeds. Their bodies are covered with a
fine golden, white or black to brown fur, and their
heads are crowned with a shaggy mane.
They are natural born warriors with a highly
disciplined code of warfare. A Coynite is rarely
seen without armor and a weapon. These proud
warriors are ready to die at any time, and indeed
would rather die than be branded af'harI.
Coynites could conceivably live up to 250
st~"'.rJo.-l,IC<l:()Y:i

.. &:h.':~""..th~i.,,"_j'.''''-_:~-

~ h_ _ ... _~~ I .. ~

cC.20y:&::n~=================================::::;:~STAR...
.;;
HAAS""""
Coynite children are born in var'sairk (capitalized when referring to noble families; means
"birth-group" or litter) of two to six children, and
all children of a litter are of the same sex.
Coynite appearance and conduct are tied to a
rigid social code, the En'Tra'Sol. The length of a
Coynite's mane is directly related to social status
- the more respected and successful a warrior,
the longer the mane and the more intricate the
braids of that mane. The type of braid used is also
an indication of the Coynite's family and the
Ag'Tra (ruling noble) that the Coynite swears
loyalty to.

Coynites
Attribute Dice: 13D
OEXTERITY 20/50
KNOWLEDGE 10/30+2
MECHAMCAL 10/40
PERCEPTION 10/40+2
SfRENGTH 20/50+ I
TECHNICAL 10/30
Special Skills:
Mechanical skills:
Beast riding: tris. All Coynites raised in traditional Coynite
society have this beast riding specialization. Beginning
Caynlte player characters must allocate a minimum of 10
to this skill.
Special Abilities:
Sneak: Coynites get +10 when using sneak.
Claws: Coynites have sharp claws that do STR+ 10+2 damage and add + ID to their brawling skill.
Intimidation: Coynites gain a + ID when using intimidation
due to their fearsome presence.
Story Factors:
Honor: To a Coynite, honor is life. The strict code of the
Coynite law, the En'Tra'Sol, must always be followed. Any
Coynite who fails to follow this law will be branded af'harl
("cowardly deceiver) and loses all rights in Coynite
society. Other Coynites will feel obligated to maintain the
honor of their species and will hunt down this Coynite.
Because an af'harl has no standing, he or she may be
murdered, enslaved or otherwise mistreated in any way
that other Coynites see fit.
Ferocity: The Coynites have a deserved reputation for
ferocity (hence their bonus to intimidation).
Move: II/IS
Size: 2.0-3.0 meters tall

Coynite Society
The Coynites have a militaristic, feudal society. Warfare and aggression are considered essential to Coyn society.
The planet is ruled by King Im'Toral XV and
Queen, Em'Tora VIII. Below them are the 29 Ag'Tra
("Nobles"), heads of the noble families of the
world. Each noble family runs a Sarrh'Tais ("Iawland"), so that the entire world is under conlrol
of the Ag'Tra, who are loyal to the king.
Each Ag'Tra has at least 58 Kroyn, elite warriors of exceptional honor and status. Each Ag'Tra
sends one Kroyn to serve as the En'Tra's bodyguard for one year. Thus, the En'Tra always has
30 Kroyn as a personal elite guard (one from each
noble's holdings and one from the king's own

138

family or terrilory).
The vast majority of noble families were so
appointed thousands of years ago, although every few cenluries, a new family will be added to
the noble bloodlines by Ihe En'Tra's decree. It is
possible that a family may have its noble stalus
slripped by decree of the En'Tra, bul Ihis has
never happened. This is probably due 10 the
likelihood thaI the dishonored family would attempt to unite disgruntled factions and lead a
revolution - very few En'tras have felt secure
enough in their power that they would risk a fullscale civil war.
Coynites value bravery, loyalty, honesty, and
duty. Coynites save displays of affection for their
own lamilies in private surroundings.
Curses in the Coynile language includezee'tah
(fear), mora'ga (weakness);kzah (poison), fa'tar
(peace), and the worst of all: al'harl (cowardly
deceiver).
There are several greetings used in Coynite
society, including "Sat'skars Kabar'Rattar"
("Swords together, blunted in friendship"),
"Sat'skars Kabar'Ba" ("Swords together, joined
in battle"), a challenge to battle or a warning that
animosity exists and great care should be taken
or a challenge to combat will be made, "Sat'skars
Fas'Tawws'Rattar ("Swords ended in honor and
friendship," which means all conflicts have been
satisfactorily resolved, thus we are friends) and
"Sat'skars Fas'Ba" ("Swords ended in batlle,"
meaning that there remain unresolved differences that will not be forgotten).
Coynites value long hair, since in their cullure
long hair is a sign of great combat ability and
honor. Aliens with long hair or shaggy coats
(such as Wookiees) are treated with respect.
Beings who are bald (or hairless) are shunned as
deformed beings.
Jedi Knights are a source of fascination to Ihe
Coynites. On one hand, there is little doubt that
the Jedi are formidable warriors wilh a code.
However, Jedi are not supposed to simply rush
into fights or provoke them; peaceful methods of
resolving a conflict are preferred, and violence is
a last resort. This code mystifies the Coynites,
but they greatly respect their abilities and their
adherence to their own strict code.
Coynite names are more than "mere" wordsthey are stories. By literally translating Ihe meaning of the phrases, it is often possible to know the
history of an item, or a person, or a location. The
longer a name, the more honored a being is or
more noble his family. However, Coynites seldom use their full names except when first establishing who has higher standing, such as upon
first meeting. As a concession to off-world customs, Coynites will allow aliens to use shortened
versions of names, but only if the alien confers

The Star Wars Pianets Collection

~~::";::::========================~c~o~yn
the appropriate level of respect upon the Coynite.
To deride an object of great importance or be
disrespectful is an unforgivable offense.
When all syllables of a Coynite name are capitalized, it means that the object, place or person
is worthy of great respect. All things associated
with the En'Tra are always capitalized. Likewise,
proper names are capitalized. Some phrases or
names are never capitalized - this indicates a
relationship with af'harl ("cowardly deceivers").
When creating gamemaster characters, these
traditions should be remembered. Many Coynite
warriors of noble birth have very long names,
which might be translated as "Trel'tak, honorable warrior who defeated a noble of higher
standing, of Clan Muls'rak, leaders of the War of
Unification."

The EnTra'Sol (King-Law)


Many thousands ofyears ago, the Coynites were
divided into numerous warring clans. This, combined with their rapid technological development,
resulted in a species that not only fought well, but
excelled in weapon design and manufacture.
Eventually, one Coynite clan learned how to
manufacture biological weapons. Whether the
action was accidental or intentional is not known,
but a dangerous toxin was eventually released.
The microbe spread across Coyn, uncontrolled.
The toxin was passed by physical contact anything as simple as a touch of hands could
spread the deadly organism. The plague killed
over half of the planet's population.
Toral, chief of the strongest clan, realized that
the Coynite species was heading towards extinction. He began a series of reforms with his allies
and eventually succeeded in not only banishing
biological weapons, but also instituted a code of
law for the warrior society. Tora!'s leadership
and wisdom united the warring clans under one
law (the En'Tra'Sol) and one leader. During this
time, the Coynites established the tradition of no
personal contact without express permission
first. The effect of the biological toxin was so
pronounced that the ban on contact became part
of the En'Tra'Sol.
Under this law, clan infighting was not eliminated, but the scale of the conflict was greatly
reduced. Tora!'s son, Ar!'Toral managed to bring
peace to the planet. Arl'Toral channeled his
people's natural aggressiveness into a rigid code
of conduct by revising the En'Tra'Sol.
Shortly thereafter, settlers from Elrood first
discovered Coyn. During these exchanges with
the strangers from space, Ar!'Toral realized that
the best way to ensure peace on Coyn was to
channel these aggressive energies to other pursuits.ln short order, the first Coynite mercenary
units were formed.

The Star Wars Planets Collection

What follows is a summary of the En'Tra'Sol.


A Coynite's sratt ("word" or "promise") is his
life. All speech, action and story are sratt; once
given, it is eternally binding. One who breaks
sratt may be branded af'harl.
Combat is the natural order of life. Conflicts and
disagreements must be settled openly in combat.
An unsheathed or drawn weapon must be used.
If a weapon is drawn in anger, it must be used. To
not respond to a challenge, or to challenge or
threaten idly is to be branded af'harl.
It is forbidden to show mercy in combat. It
eliminates the honor of victory in combat and
removes the honor of he who is shown mercy,
making them af'harl. Combat is to the death
unless one swears tracc'sorr ("submission and
blood-loyalty" or "fealty") to the other, in which

139

WARS""""
cc~o~y:!:n!.:=====================================:::;;'T.~
JlR...

case they become part of that Coynite's family.


At the beginning and end of each combat, all
survivors must acknowledge and salute the
opponent's honor.
af'tah ("deception") or harl'tah ("cowardice")
are unforgivable sins. Use of kzah ("poison") is
deception and cowardice. Challenging the injured or weak to combat is cowardice and is
unforgivable. Those who deceive or show cowardice are branded af'harl.
One must unquestioningly obey all to whom he
has sworn tracc'sorr. All superior clan members,
Ag'Tra and En'Tra are to be obeyed without
reluctance or hesitation. Not to do this is to be
branded af'harl.
One may only break tracc'sorr by publicly
declaring fas'tracc'sorr, or "end of submission
and blood-loyalty." Superior clan members,
nobles and, of course, the En'Tra, may challenge
anyone doing this to combat.
Pain, sadness, guilt, regret, reluctance, or fear
are emotions of af'harl and may not be expressed
without losing all honor.
It is forbidden to touch another without first
receiving permission. The penalty for this is death.
af'harl are no longer Coynites. af'harl have no
rights, no property, no meaning. They are to be
murdered, enslaved, or dealt with as any Coynites
see fit. A Coynite may take responsibility for
af'harl, but all actions of that af'harl are that
Coynite's responsibility.

The Assembly of the AgTra


There are 29 Ag'Tra (nobles) who answer directly to the En'Tra. Of these 29, nine are sympathetic to the Empire, five are sympathetic to the
Rebellion, and the remaining 15 are neutral. While
subterfuges and behind the scenes skulking are
not a permissible part of Coyn life, nobles are
permitted to indulge in a little political wrangling,
and some of this involves setting up unfavorable
circumstances for rival nobles, or even large
battles with lopsided odds. Even so, if any hard
evidence of such behind the scenes planning
comes to light, the noble will be branded af'harl.
In an extreme case, the entire noble family may
be branded af'harl, in which case a new family
from within that territory will be selected to be
the new noble bloodline.

Unique Coynite Items


These items are available to off-worlders. Ekkar
Arms of Coyn is the chief manufacturer and seller
of these items. These weapons are hand-crafted
by individual weapons' masters, which explains
their cost.
Coyn'skar
Model: Ekkar arms coyn'skar

Type: Coynite bladed pole


Skill: Melee combat
Cost: 400
Availability: 3
Difficulty: Moderate (blade), Very Difficult (disarm with

hook)
Damage: STR.2D (blade), STR.2 (hook)

~~

Top: coyn'skar. Middle: Coynite battle armor. Bottom left: sat'skar. Bottom right: d'skar.

140

The Star Wars Planets Collection

~'ti::"i===========================.co~y~n
Capsule: The coyn'skar is a pole weapon with a
lengthy, sharp blade on one end and a hook at the
base. The shaft is tooled in such a way as to offer

maximum grip. The hook can be used to trip or


disarm an opponent.

Sat'skar
Model: Ekkar Arms sat'skar
Type: Coynite sword

Skill: Melee combat


Cos,: 700
Availability: 3
Difficulty: Difficult
Damage: STR+3D+ 1

Capsule: A Coynite sword, it must be used with

both hands (if swung one-handed, damage is only


STR+ ID and the difficulty increases to Very Difficult). The blade has grooves in it that cause terrible
wounds.

.O'skar
Model: Ekkar Arms d'skar
Type: Coynite dagger
Skill: Melee com bat
Cosl: 150
Availability: 3
Difficulty: Moderate
Damage: STR... 1D+ 1

Capsule: A Coynite dagger, this is the most common weapon among Coynites. These weapons are
known for their fine craftsmanship and deadly

blades.
Coynite Battle Armor
Model: Ekkar Arms Coynite battle armor

Type: Coynite personal battle armor


Cosl: 3,000

Avallablllly: 3
Game Notes: Adds +2D protection from all physical and

energy attacks. All Dexterity skills are penalized -10.

legal activities. In other words, the mercenary


guild may hire out soldiers to serve for the Empire, or to serve for a corporation, but the guild
will not hire out soldiers to the Rebel Alliance. As
Coyn is within the Empire, it will not risk a full
invasion by the Empire - a hopeless fight isn't
honorable.
Warriors always have the option of rejecting
mercenary missions, but no warrior has ever
used this option, since it would result in lost
honor. All warriors have sworn to defend Coyn
and Coyn's interests in the event of attack.
Guild entry free is 100 credits and annual dues
are 50 credits. The Guild gets 15 percent of the
mercenary's pay. Weapons and armor can be
purchased from the guild at a 10 percent discount.

The Mercenary Guild is a venerable, trustworthy operation with a reputation above reproach.
Mercenaries who violate their contracts, flee
from a battie, turn on their employer, or otherwise commit treason or show cowardice are
branded af'harl. In some cases, such as desertion, the guild will send othermercs to hunt down
and execute the coward. The Mercenary Guild
has offices on Elrood, Torina, Derilyn, and
Lanthrym.
Average Coynite Mercenary. Dexterity 3D+2,
blaster 5D, brawling parry 4D, melee combat 5D,
Knowledge ID, survival4D, Mechanical ID, Pel~
ception 2D, Strength 5D+ I, brawling 6D+2, TechnicallD. Move: 10. Character Points: 3. Blaster rifle

(50), Coynite battie armor (+20 to all attacks),


coyn'skar 5TR+2D (blade), 5TR+2 (hook).

Capsule: This bulky yet functional suit includes a

helmet and is made from the stands of walt'sor


plants, (ound onlyon Coyn. Despitethesuit's rather

humble origins, it provides excellent protection


against physical and energy attacks.

Coynite Companies
Ekkar Anus: This is Coyn's chief manufacturer of arms and armor. Whether it is Coynite
native weaponry or blaster rifles, thermal detonators and vibro-axes, Ekkar's products are of
the highest quality. As a result, all of Ekkar's
merchandise costs 10 percent more than average prices. However, in return, weapons such as
blasters are easier to repair (one level of difficulty lower) and can withstand more punishment (consider +1D over normal body).
Mercenary Guild of Coyn: This is the main
Coynite mercenary organization, and it is officially affiliated with the En'Tra. Each noble family
is required to contribute a specific number of
soldiers for mercenary service, and individuals
are allowed to join at their discretion. The Mercenary Guild of Coyn hires out its services to all
legal organizations seeking military forces for

The Star Wars Planets Collection

Rols'Kus ("Arena of the Games")


The Rols'Kus ("arena of the games") is a
2S0,OOG-seat amphitheater located in the capital,
En'Tra'Tal.lt is the site of the immensely popular
kus'nar gladiatorial games of the Coynites. Since
Coynites view these combats as sport, they are
not to the death unless the loser is unwilling to
submit to his opponent. Of course, most combats do last until one of the recipients receives a
very serious injury, so most "cultured" beings
view these combats as barbaric.
There are games every night, and during holidays, day-long contests and championships are
held. As a rule, off-worlders are not usually featured in these combats. Coynites view participation in these games as an honor, and many young
warriors focus their dreams on being named
Tawws'Kroyn, "Most Honorable Champion Warrior,"

Most of the contests are brawling or melee


combats, though there is a target shooting contest for archaic guns, blasters, and bows. Each
game is played in a series of elimination rounds.
Thearena itself is climate controlled and equipped

141

( :~
. . ..

~ ~!!

,i,,__
-

..:.'
'l.

'i-~

---=;"if-r------

. \,
'c

..
.... '

~~~;1t~~~~~~~~:;.::~
i i\:r;;\
\\ ~~" .

~[~::::::::::::::::::::::::::::::::_--------------...,;;;;~S;;~;~rs~P~I;a~n;et~s~c;O~I~le~c;ti~o;n
~
The tar
142

.....sTA~"'D=============================~C~oy~n
-WARS

Zal Tuag ThTrar, Junior ZalTra


Type: Security Force Member
DEXTERITY 4D
Blaster 5D, brawling parry 6D+l, dodge 50, melee combat 6D,
melee parry 6D
KNOWLEDGE 2D+2
Alien species: Humans 4D, cultures 7D, intimidation 4D+2, survivalSD, willpower 50+2
MECHANICAL 2D
Beast riding: tris 6D
PERCEPTION 4D+ I
Command 50+ 1, persuasion 5D+ I, search 6D+2
STRENGTH 5D
Brawling 7D+ I
TECHNICAL ID
First aid 2D, security 20
Special Abilities:
Sneak: +10 to sneak.
Claws: STR+ID+2 damage, +10 to brawling.
Intimidation: + 10 to intimidation.
Character Points: 8
Move: 12

Equipment: Sat'skar (STR+3D+l), blaster pistol (4D), Coynite


armor (+2D to all attacks, -ID to all Dexterity actions)

Capsule: Zal Tuag Th'Trar is a 2.7-meter-tall robust


youth of pure white coloring and a deep dark brown
mane that he wears in an elaborately braided ponytail
down his spine. A member of the Th'Trar clan, his father
is a noble who is qUietly sympathetic to the Rebels. Zal
has chosen to acquaint himself with off-worlders who
stand out from the normal rabble, learn their ways, and
report the findings back to his father. Since Zal is young,
he is not yet ingrained in the ways of his people, and thus
is a bit more flexible around non-Coynites, although he is
characteristically self-righteous about his heritage. He is
cocky, and enjoys pointing out how superior Coynite
culture is over others. Young Zal is an enthusiastic
warrior, an outgoing sort, who has a great natural curiosity about off-worlders. Despite this, he is a friendly sort,
and the perfect guide for characters.

The Star Wars Planets Collection

Zal Afreg Kt'Aya, Junior ZalTra


Type: Security Force Member
DEXTERITY 5D
Blaster 6D+l, brawling parry 60+1, dodge 60+1, melee combat
70+2, melee parry 60+2
KNOWLEDGE 2D+2
Intimidation 50, survival 50, willpower 40
MECHANICAL 2D
Beast riding: tris 6D
PERCEPTION 3D
Command 50, hide 50, search 60, sneak 70
STRENGTH 5D+ I
Brawling 70+2
TECHNICAL ID
First aid 20+1, security 3D
Special Abilities:
Sneak: +10 to sneak.
Claws: STR+I0+2 damage, +10 to brawling.
Intimidation: +10 to intimidation.
Character Points: 6
Move: 11
Equipment: Sat'skar (STR+30+1), blaster pistol (40), Coynite
armor (+20 to all attacks, 10 to all Dexterity actions)

Capsule: Zal Afreg is a 2.8-meter-taII Coynite, with soft


gray fur and a black and white streaked mane in two
ponytails. Despite his soft color, Afreg is a muscular,
towering specimen with steel blue eyes.
Zal Afreg is of the Kt'Aya clan, whose head noble
favors neutrality in the galactic civil war. Zal Afreg is the
favored son of the oldest Var'Sairk. Zal Afreg is Zal Tuag's
chief rival, as opposed to enemy, though he comes
dangerously close to being one. Arrogant, smug, and
somewhat of a bully, Afreg adheres to the En'Tra'Sol
code so strictly that he has learned how to bend it just
enough to torment others and get away with it. He lacks
personal honor, but this has yet to be revealed.

143

_R..-cC.20y:t:n~=================================:::;in:~
WARS""""
Tamaron Pol
Type: Con Artist
DEXTERITY 2D
Blaster 3D. dodge 4D+-1, melee parry 30+2, pick pocket 60+2, running 20+1
KNOWLEDGE 2D
Alien species: Coynites 70, bureaucracy 20+ 1, languages 30+ 1. streetwise 4D+2, value
20+1
MECHANICAL 2D

Beast riding 3D, hover vehicle operation 4D


PERCEPTION 2D
Bargain4D+ 1, con 5D+2, forgery 20+2, gambling 3D, hide3D+2, persuasion 30+ 1, search
4D, sneak 3D+2

STRENGTH 2D
Climbing/jumping 30+ 1
TECHNICAL 2D
Computer programming/repair 3D, droid programming 20+2, security 30+ I
Character Points: 8
Move: 10

Equipment: Hold-out blaster (3D), comlink, glow rod, recording wand, dice. cards,
other gambling implements

Capsule: Tamaran is a Human in his late 205. He wears a "lost-puppy" lookon


his face. He has sandy brown hair with a cowlick, which makes him look
younger than he is. Tamaron was born on Lanthrym, and left as a teenager to
serve on a freighter, lying about his age to get work. He has since settled on
Coyn, where he enjoys the sport of dodging Coynite security forces.
Having been born on the frigid iceball known as Lanthrym, Tamaron has
sworn not only never to be cold and poor again, but also not to do an honest
day's hard work in his life. Tamaron is not a cocky, swaggering con man. On
the contrary, he appears to be just the sort of person others would take
advantage of, and here is where his genius lies. Beings see Tamaron and feel
they have nothing to fear, and grow overconfident. Tamaron then proceeds
to bilk them of their savings.
Tamaron has found that the busier Coynite spaceports have many innocent dupes who have just arrived from outside Elrood Sector. Usually, he
represents himself as a guide to the planet or the sector, and will offer to show
people around for a respectable fee.
Although Tamaron is not above a little flirting with females, he has no
interest in even a superficial relationship_ To him, first he must make his
fortune, then he will think of other things, such as women. Tamaron abhors
violence and would rather run than fight.

with a holo projection system so that each patron has a perfect view of the action.

ArquasTais ("Land of Fallen


Ones of Valor")
Located outside the capital, this is a vast
cemetery. An honor guard of four Coynites in full
battle regalia always watches over the field.
Here are buried all Coynites who have fallen in
battle. Additionally, members of other species
who have fought for Coyn or died in service to the
Mercenary Guild are buried here.

Noted Personalities
Listed above and on the previous page are
descriptions of some of the more interesting
Coynites characters might encounter.

Creatures of Coyn
Tris
Type: Domesticated riding animal
DEXTERITY 4D
Running 5D

144

KNOWLEDGE OD
Intimidation 50
PERCEPTION 3D
Search: tracking 50
STRENGTH 5D
Stamina 70
Special Abilities:
Hooves: Do STR+ID damage
Teeth: 00 STR+2D damage
Move: 16
Size: 2.0 meters tall at the shoulder, up to 3.5 meters long
Scale: Creature
Orneriness: 5D+l (1D for Coynite soulrider)

Capsule: The tris is a huge, dun-colored, muscular,

six-legged steed favored by the Coynites. From childhood, each Coynite is taught how to ride a single
young tris, which becomes the Coynite's companion. The Coynite who rides the tris is called its
kars'asruul ("soulrider"). From this point on, Coynite
and tris are bonded spiritually.
Mosttris have a mane, and it is grown and braided
to match that of its owner. Many Coynites also
decorate their tris with painted runes telling of the
rider's accomplishments. Tris are intelligent, ferocious, and headstrong. They are very difficult to ride,

The Star Wars Planets Collection

~,::::;:::==========================-c=:o~yn
except by its kars'asruul.
Tris are carnivores, as evidenced by their fangs.

These huge teeth, coupled with the shaggy manes


and blood red pupil-less eyes, make for a very fearsome appearance.
Breaking a tris takes six months and is a Heroic

beast riding task. Thetaskcan be spread Qutovertwo


years, requiring two Moderate beast riding tasks. The
trouble is worth it, for the result is a loyal, bonded

mount, more friend and companion than pet or

beast of burden.
Tangak
Type: Carnivorous predator
DEXTERITY 4D

Dodge 6D
KNOWLEDGE OD
Intimidation 60
PERCEPTION 3D
Hide 60, sneak 50
STRENGTH 5D
Brawling 70, lifting 60, stamina 70

Special Abilities:

Claws: Do STR+3D damage


Teeth: Do STR+2D damage
Camouflage: Tangaks can effectively blend in with their
surroundings. Tangaks gain a +20 bonus to their sneak
dice if the terrain has buildings, trees and bushes, or large
piles of rock to hide near.
Move: 13
Size: 3.0-3.5 meters tall
Scale: Creature

Capsule: Tangaks are huge, shaggy, bipedal predators. These cralty carnivores are the worst enemy

(and thus the favorite hunting sport) of the Coynites.


While lacking true intelligence, they are cunning
and dangerous; in fact, some tangaks use elaborate

traps to capture prey. Despite their huge bulk,


these beasts can move very qUietly and surprise
their prey. This, coupled with their camouflage
ability, makes them very dangerous to hunt.
The favored food of tangaks is tris. Considering
that tris are fearsome animals in their own right, a
fight between a tris and a tangak is a terrible thing
to behold. Though tangaks shun cities as a rule,
some of the older and more confident tangaks will
creep into cities at night and stalk Coynite prey
through the artilicial canyons made by the tall

buildings.

Adventure Idea
While at the starport, the characters' ship is
broken into. A young Coynite, who was responsible for the characters' ship's security, will be
branded af'harl due to loss of honor; the youngster is so distraught that he will commit suicide
rather than be branded af'harl. The only way this
can be halted is if the property is recovered or
the perpetrator is caught.
Naturally, the characters' sense of morality
should motivate them to prevent this. The young
Coynite will accompany the characters. He will
be a good source of information about Coyn, and
is the perfect way to teach the characters the
customs of Coyn.
The thief, a Coynite of great skill, is hiding in
Im'Tra'Tal, where he is trying to fence the stolen
The Star Wars Planets Coilection

goods. The thief will be in a rough section of the


city, backed up by his larcenous friends. Of course,
if the characters can find evidence proving that
the Coynite is a thief, he will be branded af'harl,
many other Coynites will join up to capture and
execute or enslave him.

Adventure Idea
The characters are invited to an Ag'Tra's mansion for a party and to spend the weekend. Perhaps
this is due to their connections - this is easy to
justify if the characters include a New Republic
bureaucrat, well-connected gambler or arrogant
noble. They learn that an Imperial delegation is
also here. The delegation's mission is to secure
weapons and a platoon of Coynite mercenaries.
There is opportunity here to show how rough
and tumble a Coynite party can be, as well as
giving the characters a chance to actually talk to
an Imperial representative rather than just shooting her (the shooting part comes later). This is an
excellent opportunity to show the Imperial
mindset. From an Imperial's perspective, the
Empire is perfectly justifiable, bringing order to
the galaxy and holding together a society that
was just a few steps from slipping into anarchy
and warfare.
The characters must discredit the delegation.
Of course, the Imperials will not be pleased at
this and will take vengeance once the characters
have left Coyn.

145

-KKo!.!id!!r:20!!n-=================================::;~'TAR.
WAIU""""

I<idron
Kidron
Type: Tropical jungle
Temperature: Hot
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Moist

Tech Level: Space


Major Exports: Krll meat. exotic plants, Orfite scent-

Gravity: Light

System: Kidron
Star: Kidros (orange giant)

based tech

Major Imports: High tech

Terrain: Jungle, mountains


Length of Day: 20 standard hours
Length of Year: 276 local days

Orbital Bodies:

SapIent Species: Human, Gamorreans. OrUte (N), various


aliens
Starport: Standard class
Population: 20 million

Name

Planet Type

Tue
Kidron
Kuantar

searing rock
tropical jungle
gas giant

Alvar
Spa!

gas giant
ice ball

System Datafile
Kidron system, star: Kidros, orange giant. Five planets in
system -second planet, Kidron, is Orfite homeworld. Kidron
is a refuge world whose primary industry is agriculture.
From a story related by Captain Rars Lefken, tramp freighter
captain ...

"... you know, I've been to a lot of strange worlds. Planets


with flying lizards; worlds where the locals were halfplant
and went into hibernation every night; planets where the
local beasties make rancors lookaboutas dangerous as Bilars
... but Kidron is a strange world.
"You see, it's set up by refugees, for refugees. Everyone
is here because they're hiding from someone else. People
have about as much individual freedom as you could
expect to find on a world. No customs, no import tariffs, no
regulations. Near as I could tell, no laws either. Weapons
everywhere, spice liquor addicts, hucksters. You want
something that's illegal, Kidron's the place to go.
"Still, there is a code of behavior there. You try to cause
trouble and they pull together like sand fleas on a bantha.
Slavers are dead men since everyone there is running from
people like that. Goes double for bounty hunters. Don't attack
someone, or everyone'll jump in to 'straighten things out.'
"One time I saw a bounty hunter - young kid and in way
over his head - try to grab a local. The locals just pulled their
blasters and fired. Must have taken fifty blaster bolts before
he hit the ground. Poof! Instant disintegration. Wasn't pretty.
"Watch your step, play nice and don't try to remove
someone without their permission and you'll be fine."

146

Planet Function: Homeworld. refuge, trade


Government: Anarchist council

MOODS

o
4

22
13

World Summary
Kidron is a hot, jungle.covered planet close to
its sun, with a thin atmosphere. Kidros' light
makes the skies of Kidron glow a bright orange,
and the world is blessed with spectacular sun
sets and sunrises. While habitable, Kidron is far
from comfortable or hospitable. However, thanks
to the generosity of the native Orfites, Kidron is
a refuge world for the dregs of the galaxy who
would like to be forgotten.
Kidron, at first glance, appears to be little
more than asettlement of outlaws and cutthroats.
It is much more. It is a world where those who
have a history of trouble-whether its source be
crime bosses, corporations or even the Empire
- can disappear and begin new lives. No questions are asked and no facts are volunteered, but
as long as people abide by the few laws of this
new world, they will have no problems. These
people are called "guests" by the native Orlites,
who have little understanding of the larger galac
tic culture but feel that people who are willing to
abide by their rules have a right to live in peace.
Most of the guests live in the High City of Refuge,
although there are some other very small settlements on the world.
The Orfites are a people with a simple culture.
They have generously shared their world with
people that most of the galaxy considers beneath
notice, and that generousity has been returned
with warm friendship and profound respect. While

The Star Wars Planets Collection

--STARIl~"===================================~K~id~r~o~n
-WARS

most of the Orfite sahhs ("tribes") have ignored


high technology, some have adapted to the larger
culture of the galaxy. Some enterprising Orfites
developed the unusual olfactory masks, which
are popular among Orfites and other species.
Kidron sustains itself by selling kril meat to
other worlds in Elrood Sector. The meat is a
staple in diets around the sector. While kril farming has spread to most of the other worlds,
Kidron remains the most plentiful and inexpensive source of the meat.

System Summary
Kidros is an orange giant. Tue is a small, insignificant rock of molten lava, considered to be of
no commercial worth. Kuantar and Alvor are a
pair of gas giants, both a bright violet color.
Kuantar has a series of rings that is sometimes
visible in Kidron's night sky. Spoi, the outermost
planet, is a small ice ball that has been ignored by
the residents of Kidron.

Orfites
The Orfites are a humanoid species with a
stocky build. Due to Kidron's thin atmosphere,
they have large lungs. Orfites have wide noses
with large nostrils and frilled olfactory lobes.
Their skin has an orangish cast, with fine reddish
hair on their heads. To non-Orfites, the only
distinguishing characteristic between the two
sexes is that females have thick eyebrows.
Due to their stocky build and their planet's low

The Star Wars Planets Collection

Kidron's Light Gravity


Kidron is a light gravity world. Characters accustomed to standard gravity should
apply the following modifiers:
-10 to all Dexterity-related actions until
the character has spent one standard month
on the world. Alter one month, a character's
reflexes will have adjusted to the lighter
gravity.
+10+2 to lifting, climbing, and jumping.
This effect lasts for six standard months,
alter which the character's muscles will
have lost strength to the point where the
bonus is lost. This bonus may be kept if the
character actively exerts himself and lifts
heavy weights on a regular basis.
+2 to Move for a period of one standard
year.
.'
gravity, most Orfites must wear a power harness
to give them increased strength when they go to
standard gravity worlds.
Orfite society revolves around the sense of
smell, their most powerful sense. Orfites produce" powerful pheromones, and each Orfite's
scent is distinctive in much the same way that
physical appearance is distinctive among Humans.

Orfites have a peaceful and flexible society;


the Orfites have reached a consensus on indi-

147

-KK:!:jd~r~o~n:!.:=====================================:;:STAA...
WAIU""""

. . ifl

~1~ J=~: : i, : ~li ~I;~~i;~


===--

--=_::.-;..-,.

-~-

.-.

,; .

-= - .

:~.

The High City of Refuge

vidual freedom and responsibility to society.


Hospitable and pleasure-seeking are the two best
descriptions of the Orfites as a whole. They are
generous, eager to share and they expect others
to share with them.
The Orfites have a simple social structure.
Each Orfite sahh (tribe) has control over a vast
tract of jungle. Plentiful food and water and little
need for advanced technology ensures that more
complex organization is unnecessary. Within a
sahh, each member has immense freedom of
choice and action. TheOrfites haveasimple legal
code: before using the possessions of another or
using their land, ask their permission. Naturally,
theft, assault and murder are crimes. Punishmenttakes the form of permanently scarring the
offending Orfite's face and then banishing them
from the sahh, forcing them to venture to an
unclaimed area. Other sahhs will not take in a
scarred Orfite. The Orfites lack the aggressive
instinct of other species, and warfare has never
occurred between sahhs.
Trade between sahhs and individuals is normally simple barter. Since there is very little
technology on the world, a fully regulated
economy is also unnecessary.
The mainstay of the Orfite diet is kril meat. All
individuals are responsible for raising their own
krils, although individuals and sahhs share with
those who, through misfortune, lack enough food.
Within a sahh, each person normally has a spe-

148

cial role, besides the herding of krils. Some are


sahh healers, many are weavers and cloth makers, some are storytellers, and many are tool
makers. There are no selected leaders - all tribe
members vote on all matters, and only with a
clear majority are new actions or endeavors
undertaken. ff the sahh cannot agree on a new
course of action, the sahh simply maintains the
traditional ways with no change of action. Sahhs
always have a common meeting area; the frequency of meetings depends on the needs of the
sahh. Family units of Orfites build their own
homes somewhere in the territory claimed by
the sahh; any disputes are settled by vote of the
entire sahh.
Orfites are a free and open people. Those who
strongly disagree with their sahh's decisions are
free to leave at any time. Often, groups of disgruntled Orfites will get together and form new
sahhs, settling on some of the great expanses of
untended and unclaimed wilderness.
Since the "guests" (refugees) first came many
years ago, some Orfites were very curious about
what was beyond their world. The sahh to first
greet the guests welcomed these people with
gifts and sharing of stories. A greedy, corrupt
senator had falsely accused four people of crimes
against the Republic, and they chose to flee to
Kidron, hoping for asylum.
At the time, a meeting of all sahhs was called.
(this was only the third such meeting of all Orfites

The Star Wars Planets Collection

--sT'AR"r:=====================================::.!K~i~d~r~o~n
_AU
in their recorded history, dating back over five
millennia). After much debate, all agreed to welcome the guests and allow them to settle on an
unclaimed area. After all, the Orfites had been
granted a wonderful world, and they could never
use it all. It was their duty to share their bounty
with those who needed it. The first village eventually grew into the. High City of Refuge. Since
that time, peace has reigned: the Orlites continue
to welcome new visitors and the city's residents
have respected the traditions and ways of the
Orlites.
Over the centuries, many Orfites have been
drawn to this new and strange culture. Fascinated by the technology, some established Orfa
City, a city that mixes traditional Orfite ways and
high technology. In that time, the Orfites have
developed the Orfite scent masks and power
harnesses, giving Kidron a unique technology.
To ensure smooth relations between all Orfite
sahhs, the High City, Orfa City and any other
groups which might venture to the world (such
as the Empire), the Orfites established the Council of Gordek (explained below). There have been
no conflicts between the traditional and the technological Orfites - they respect and accept each
others' differing views, and large expanses of
unclaimed territory haven't "forced" either Orfa
City or the High City of Refuge to expand into the
lands of the sahhs .
Orfites

suffer a -20 penalty when attacking targets over five


meters away.
Light Gravity: Orfites are native to Kidron, a light gravity
world. When on standard gravity worlds. reduce their
Move by -3. Without a power harness on such worlds,
reduce their Strength and Dexlerityby-ID (minimum of +2;
they can still roll, hoping to get a -Wild Die" result).
Move: 11/14

Size: 1.0-2.0 meters

Council of Gordek
The Council of Gordek is an official representative for the Orfiles. The council has four members, chosen by vote from among all the sahhs.
These Orfiles are chosen for their ability to listen
and interpret the intentions of others, and their
purity of thought. Councillors are retained until
a sahh declares that a new vote should be held
for the council.
The councillors are charged with listening to
disputes between sahhs. They cannot mediate

Attribute Dice: 12D


DEXTERITY ID/3D
KNOWLEDGE 2D/4D+2
MECHANICAL ID/4D
PERCEPTION 2D/SD+ I
STRENGTH ID/2D+ t
TECHNICAL ID/3D
Special Abilities:
Olfactory Sense: Orfiles have a well-developed sense of
smell. Add .20 to search when tracking someone by scent
or when otherwise using their sense of smell. They can
operate In darkness without any penaJties. Due to poor
eyesight, they suffer -20 to search, Perception and related
combat skills when they cannot use scent. They also

Four is the Number


Four is a sacred number in Orfite society,
considered to be a bringer of good luck.
Kidron has four moons, each Orfite has four
lungs, and the first guests were a group of
four travelers. People who travel in groups
of four, or who have a ship that has the
number four in its name, are considered
lucky, and are fawned over. They are given
special benefits by Orfites in the hopes that
this luck will rub off - they receive price
discounts, better services, preferred seats
at restaurants and small gifts.

The Star Wars Planets Collection

149

-KK:!:id;!!r~o~n!.:==================================::::;~'TAR
WAUconflicts, although through their observations
they can often suggest compromises that both
sides will find acceptable. They also mediate any
conflicts between the High City of Refuge, Orfa
City and any other parties. Their final and most
important duty is that of diplomatic representative. Whenever dignitaries from other worlds
venture to Kidron, the councillors must greet,
entertain and negotiate with these people.
The Gordek knows of a dangerous secret. They
have scout reports indicating that the two largest moons, Primor and Segual, are loaded with
valuable ores. These reports were filed two centuries ago. Any minIng company that learned of
this would probably take the moons for their own
use, and in all likelihood, the idyllic Orfite lifestyle
would end. The Gordek has no intention ofletting
anyone know of the ore. The Gordek would, with
some reluctance, even kill to keep the secret
from leaking out.

Relations with the Empire


Kidron is a world that is insignificant to the
Empire. The Empire considers the Orlites little
more than uncivilized savages. The High City of
Refuge is beneath its notice. Only through the
grace of the Empire is this world allowed to live
in peace.
The Gordek realizes that this is the case, and
the councillors go out of their way to ensure that
their world remains unexceptional and easily
forgettable.
The Empire has allowed the High City of Refuge to remain a neutral location out of convenience. If ever it turned out that there was something worth taking or someone worth capturing,
the illusion of freedom would dissipate under the
heels of Imperial occupation troops.
Orfa City
Orfa City is the only major Orfite city on the
planet. Established by those Orfites interested in
the wondrous technology brought by the first
guests, the city has grown to a population of over
three million beings. The main industry is scent
mask manufacturing. The masks are quite popular with Orlites and have become a popular recreational device for non-Orlites.
Orfa City has several other important industries, not the least of which includes maintaining
the kril meat export business. While each sahh
normally trades with other sahhs for goods, they
receive regular credits from their off-world customers. Several large accounting firms keep track
of payments and sahh funds - the sahh often
uses these credits to purchase equipment or
goods that cannot be made from the natural
resources of Kidron. However, most sahhs have
chosen to forgo reliance on technology, so these

150

purchases are infrequent. In fact, most of the


credits earned by sale of kril meat is sitting in
accounts collecting interest.
Though off-worlders and guests are allowed to
visit and even live here, the population is overwhelmingly Orfite. The Gordek and the Orfa Olfactory Corporation are here. The city has a
major starport, as well as the kril slaughter
houses.

Orfite Equipment
Orfite Scent Masks
Model: Orfa Olfactory Corporation Scent Mask
Type: Recreational olfactory scent mask

Cost: 200 credits (400 credits off Kidron)


Availability: 2

Capsule: With scent as their primary sense, Drfite


entertainment runs in that. direction, too. The big~

gest selling item is the Orfite Scent Mask.


The apparatus consists of a breath mask connected by a tube to a small belt unit. The belt unit

holds about half a liter of water. A small tablet is


inserted into the unit. The belt unit creates a mist

that travels up the tube and into the breath mask.


There are several different scent tablets avail-

able: "Kidron Flowerbed," "Kidron Jungle Morning


After aRainstorm," "Goodscent," "Suppertime," and
"Seabreeze" are the most popular. There are also
intoxicant tablets that can be used. These come in
many varieties and degrees of potency.
In recent times, these devices have become a
trendy recreational device among other species in

Elrood Sector. Orfa Olfactory Corporation has produced many new scent tablets for specific species.
Scent tablets are five credits apiece, while intoxicant tablets are ten credits each. At this time, the
scent masks are completely unregulated, although
the existence of intoxicant tablets may lead to the
masks being regulated by the Imperial bureaucracy.

Orfite Power Harnesses


Model: Orfa Toolco Power Harness
Type: Strength enhancer
Cost: 800 credits

Availability: 3
Game Notes: Negates penalties for Orfites on standard

gravity worlds.

CapsnJe: These harnesses enable the Orfites, who


are used to the low gravity of Kidron, to act freely

and without penalty on standard gravity worlds.


The harnesses are lightweight units with mini servo

machines built into the joints. Although the harnesses attach to the back, waist, shoulders and
thighs, the harness is small enough not to be obvious under normal clothing. The servos aren't very
powerful, and provide no enhancement in light

gravity, nor can they be modified to give bonuses.

Kidron System Defense ('{SD)


Kidron has long been responsible for its own
defense. To address that, the High City Council
formed the Kidron System Defense, or KSD. The
forces include a Corell ian Corvette (the KSD flag-

The Star Wars Planets Collection

_APi
--sTA"P~===================================!K~id~r~o~n

The StarWars Planets Collection

151

-KKo!:idi!!r~o:!:n!.:==================================::::;~STAA....
WAUship), four Prosperity<lass defense ships bought
from Elrood shipyards, three system patrol cralt,
one old TIE (bought as salvage and refurbished),
six refurbished Z-95s and a Skipray Blastboat.
KSD is always looking for new guests to crew the
ships.
The overwhelming percentage of crewmen on
KSD vessels are guests (only 10 percent of KSD
forces are Orlite).

The High City of Refuge


This massive metropolis (its name shortened
to "Refuge" by the population within) is where
the bulk of the guests live. The city is surrounded
by a 30 meter tall wall and topped by a reinforced
transparisteel dome that holds in a breathable
type I atmosphere.
The gravity is still light, and the temperature is
blisteringly hot, but at least the guests can breathe
easily. A set of four gated airlocks are the only
means of entrance to Refuge. Each airlock entrance has a mounted ion cannon for defense
from attacking starships. There is a primitive
spaceport about two kilometers away, deep in
Kidron's jungle.
Refuge itself is a hodgepodge collection of
buildings of varying size, age, and architecture. It
is as if each sentient species in the galaxy had a
hand in designing the city's layout. The streets
are winding and confusing, and filled with crowds.
Since there is no centralized planning, residential buildings, bars, stores, factories and office
buildings all share the same blocks; the city is a
mis-matched collection of buildings, with no definable neighborhoods or areas. Bars specialize in

krilliz, a drink made from fermented kril milk. It's


an acquired taste.
The city is governed by the City High Council,
which has fifteen beings selected by general
election. The council genuinely believes that the
best type of government is the government that
allows its citizens to do what they wish. Therefore, there are few regulations, no taxes and not
much else to interfere with behavior - any level
of weaponry is permissible, there are no laws
regulating spice, liquors and other substances,
and there are no prohibitions against gambling
and other behaviors that are traditionally regulated. Council members not only make the laws;
they also enforce the law. Council members are
allowed to take whatever actions they feel are
warranted to bring criminals to justice, and often
entrust citizen militias to assist them in situations where additionallirepower is necessary.
The city's economy is driven by the export of
kril meat. The city also has a thriving internal
economy because many of the guests brought
skills with them and opened their own businesses. Free enterprise is alive and well in Refuge, and shops of all sorts are here. Although the
standard Imperial credit is in use here, barter is
a common way of doing business.
Incredibly, crime rates are low here. The few
laws pertain to the rights of individual citizensrobbery, assault and murder are illegal. Since no
one wants to take responsibility for criminals,
those who violate the few laws are either banished from the world (in the case of assault or
robbery) or executed (in the case of murder).
Certainly there are brawls, drunk and disorderly
conduct cases, arguments over barter value, petty
theft, and price gouging, but most of these offenses are overlooked or not even illegal.
The most visible resident of Refuge is Kep
Fortuna, the city manager hired by the City High
Council. Kep is responsible for overseeing funding for the laws and programs instituted by the
Council. He also has veto power over any laws or
programs passed - this position was given this
power in the belief that someone removed from
direct election would be more likely to do what is
necessary than do what would be popular. However, the city manager can be removed from
office by vote of the City High Council.
Kep Fortuna, City Manager
Type: City Administrator/Mobster
DEXTERITY 3D
Blaster 50, dodge 60, melee parry 50+2
KNOWLEDGE 4D
Alien species 90. bureaucracy: Kidron 80+ I, business 80.

cultures 80+1, intimidation SD,languages 90+1, law enforcement 80, planetary systems 80, streetwise 110+2,
survival 80+2, value 90, wl1lpower 90
MECHANICAL 2D+I
Beast riding 40, ground vehicle operation 40, hover ve-

hicle operation 50, repulsorlift operation 3D

152

The Star Wars Planets Collection

.....ITARR~=========================~K~id~ro~n
_APi
KIDRON DIAGRAM

High City of Refuge

Kep Fortunas Office

Airlock
Entrance "ETj::"",,_,.,....,,--,......,,:,:,-'I"-'p--':
with Ion Gun
Emplacement

Power Station

Detail of Airlock Entrance

Dome

30 Meters

Ion Cannon

Airlock
Entrance
Guard House

The Star Wars Planets Collection

153

~K~id~r~o~n:l..:=====================================:;:rrAR.
WAU-

PERCEPTION 4D+2
Bargain 90+1, command 9D, con 8D+l, gambling 7D, hide

7D, persuasion 9D+l, sneak 70


STRENGTH 2D+2
TECHNICAL 10+ I
Computer programming/repair 3D+ 1, droid programming
2D+2, first aid 2D, security 4D
Special Abilities:
Tentacles: Twi'leks can use their head tails for communication. See page 137 of Star Wars: The Roleplaying Game,

Second Edition.
Character Points: 12
Move: 10

Equipment: Blaster pistol (4D), datapad. comlink

Capsule: Kep is a Twi'lek. He keeps his head tails


draped over his shoulders proudly. Kep is hiding
from Jabba the Hutt. It appears that Kep was visiting a distant relation, Bib Fortuna, at Jabba's palace. Somehow, a few small trinkets from Jabba's
inventory accidentally found their way into Kep's

robe pockets. Kep has long since sold the items,


and eventually ended up on Kidron, where he was
able to bribe his way into being selected as city
manager. While Kep has tried to keep order in the
city and maintain good relations with the Orfites,
he has also sold his power to a local crime boss,
5taarn. 50 far, Kep has managed to keep 5taarn
happy without revealing his affiliation to the public
at large.
Kep is a sneaky, ambitious fellow who is always
looking for ways to turn adversity to advantage. He
is a coward and would rather talk or con his way out
of ajam.lnterestingly enough, Kep's new responsibilities have mellowed him somewhat, so that he is
not only interested in his own welfare, but also the
welfare of Refuge and the guests. Thus. while he will

154

still con, cajole, manipulate, blackmail, and bribe,


he does it with the best interests of Refuge in mind.
At the worst, guests warily tolerate him. At best,
he is well liked, since Kep is a very good administrator. Kep "advises" people on the best courses of
action, and his advice most always turns out to be
remarkably sound. This is because Kep has manipulated Refuge events enough so that while people
are free to do what they want, it is in their best
interests to do things his way.

Staarn
Type: Bothan Crime Lord
DEXTERITY 3D
Blaster 50, dodge 40+ 1
KNOWLEDGE 2D+2
AJien species 50+2, bureaucracy 40+1, business 40+2,
cultures 50, languages 40+ 1, streetwise 60+2
MECHANICAL 2D+ I
Astrogation 30+2, space transports 30+2
PERCEPTION 4D+l
Bargain 70, con 60+2, forgery 50, gambling 60+ 1
STRENGTH 2D+2
TECHNICAL 3D
Computer programming/repair 50+ 1
Character Points: 8
Move: 10
Equipment: Blaster pistol (40), elegant robes and Bothan
business suit, comlink, datapad

Capsule: Staarn is a Bothan crime boss who has


spent the past two decades on Kidron. Ousted from
his society shortly after going through his clan's
rite of adulthood, Staarn took up a life of crime. To
him, organized crime wasn't much of a stretch from
the usual Bothan in-fighting and maneuvering. He

The Star Wars Planets Collection

--STA"R~===================================.!:K:::id~r~o~n
_AU
has built up a small ring of confidence tricksters

and specializes in illegal, high-interest loans. He


disdains dealing with slaving and spice smuggling,
viewing such activities as crude and unrefined.

Staarn enjoys being the center of attention: his


spacious townhouse is known for its wild parties.
He can often be seen about Refuge, flaunting his
wealth through his rich clothes and expensive
speeders. It is common knowledge that Staarn is a

criminal, but most of the people of Refuge view him

Krils emit a braying call when angry, and a soft


humming when they are content. The humming is
pleasing to Humans, which 'only serves to make the
krils more adorable, in their opinion.

Jammer
Type: Wild predator
DEXTERITY 2D

Dodge 4D, flight 4D.2


PERCEPTION 3D

Hide 60, sneak 80

2D

as harmless: you'd have to be a fool to take out a

STRENGTH

loan from him. Most of Staarn's business comes

Brawling 60, stamina 7D


Special Abilities:
Flight: Jammers can fly using the flight skill.
Tentacles: Do STR+ ID damage
Teeth: Do STR+2D damage
Scent Sacs: Scent clouds effectively blind Orfites and krils,
both who use smell as a primary sense. When caught in a
five meter diameter scent cloud, the Orfites and krils
suffer -20 to all actions using vision or smell.

from off-world. Staarn, being a practical being, is


more than willing to arrange creative solutions to

defaulters. Rather than physical harm, he will often


ask a "simple favor," such as retr.ieving vital information on secret business dealings, special computer codes to military or business complexes, or
other bits of priceless help. Of course, Staarn has
been able to use this information to generate a
personal fortune.

Creatures
Kril
Type: Domesticated food animal
DEXTERITY ID
PERCEPTION ID
STRENGTH ID

Lifting 3D, climbing 40


Special Abilities:
Hooves: Do STR+2 damage
Horn: Do STR+I0+1 damage
Move: 7
Size: 1.5 meters tall at the shoulder, up to 2.5 meters long
Scale: Creature
Orneriness: 20

Capsule: Krils are the most plentiful form of livestock on Kidron. The creatures are large, climbing
herd herbivores perfectly suited to the jungle environment and light gravity of the world. Krils have a
single horn on their foreheads, and large, wide
saucer eyes. Many Humans find the krils to be
"adorable," something that puzzles the Orfites.
Krils are not particularly intelligent, and are
easy prey for Kidron's predators; they reproduce
. quickly enough that the species survived. The
Orfites domesticated them thousands of years ago,
breeding them into larger creatures with more
meat. Krils are calm animals, but can be spooked
into stampeding with an Easy intimidation roll.

The Star Wars Planets Collection

Move: 6(walking), 12 (flying)


Size: 2.0 to 3.0 meters long, average Wingspan 3.0 meters

Capsule: Jammers are manta-ray like creatures that


live in the jungles of Kidron. They use a combination of air sacs and their "wings" to keep aloft. They
are ferocious predators who can emit a horrendous
stench cloud five meters in diameter that "jams"
the olfactory senses of the Orfites and the krils,
their traditional prey. Non-Orfites who have no
breathing apparatus must make a Very Difficult
Strength roll or be nauseous and unable to move for
ID+ I rounds.

Adventure Idea
A criminal (possibly a henchman of Lud Chud
or Boss Kaggle that the characters met when dealing with one of those bosses) wishes to hire them
to take her to Kidron for refuge. She claims to be
tired of the dangerous life of organized crime.
While this is true to an extent, she is also hiding
a datachip that details the crime boss' dealings
with the Empire. She had hoped to sell the information, but all her attempts have gone awry.
The crime boss, unhappy with this betrayal,
hires a bounty hunter to catch the thief. Of course,
she expects this. The Empire, equally unhappy,
sends some undercover Imperial Security Bureau
(lSB) agents to retrieve the chip; she does not know
about this. The characters find themselves tailed
and endangered as they travel throughout Kidron.

155

~M~e;!r:!:is~e;!ei.:====================================::;:;1TAR
WARS""""

Merisee
Merisee

consistent climate and plenty of fertile land.


Merisee has two moons, Tola and Meriso. The
world is homeworld to two closely related races
of aliens, the Meris and Teltiors, and Merisee has
become a major agricultural producer for Elrood
Sector. The world is a paradise in many ways,
with a prosperous economy, an enlightened government and a high standard of living with much
personal freedom. However, there is a darker
side to Merisee - the Loag, a special order of
assassins, with a long, though obscure history,
who inhabit this world.

Type: Agricultural plains


Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Plains
Length of Day: 24 standard hours

Length of Year: 315 local days


SapIent Species: MeTis (N), Teltiors (N)

Starport: 3 standard class


Population: 310 million
Planet Function: Agriculture, homeworld
Government: Participatory democracy
Tech Level: Space
Major Exports: Grain, alcoholic beverages, pharmaceuti
cals
Major Imports: High tech

System: Meris
Star. Maris (yellow)

Orbital Bodies:
Name
Planet Type
Meris I

searing rock

Meris II
MeTis III
Merisee
Meris V
Meris VI

steaming jungle
steaming jungle
terrestrial
barren wasteland
frigid wasteland

Moons

o
o
I

World Summary
Merisee is a temperate planet, with a mild,

System Datafile
Meris system, star: Maris, yellow sun. Six planets in system. Merisee, fourth planet in system, is the agricultural
center of Elrood sector.
Upon entering Meris system, the characters'ship will receive
the follOWing broadcast ...
"Welcome to Merisee, 'Breadbasket of Elrood Sector.'
We hope your stay here is pleasant. I! your arrival has been
previously scheduled, please turn to frequency J-33-567Y32 for further instructions. I! you have a medical emergency, please tune to frequency J-45-411-K77, and notify
the duty officer in charge. An emergency team will be
waiting for you when you land. I! you have other business
to declare or need further instructions, turn to override
channel 47, where a traffic controller will assist you."

156

System Summary
Maris is a yellow star, the source of life in Meris
system. The first two planets are searing and
undeveloped. Meris II is home to primitive, heatresistant life forms - some corporations have
investigated the possibility of genetically engineering these bacteria to produce molecuies
that can be incorporated into heat shielding. At
this point, experimental results have been promising, but the process is expensive.
.
Meris llI's rich natural environment has led to
the development of many unique life forms; one
plant has proven to be a particularly effective
treatment for Taren plague and related viruses.
There are several harvesting colonies on the
planet, with pharmaceutical refinement factories on Merisee.
Meris Vis achilly, barren wasteland. There are
some as yet undiscovered ore deposits. Meris VI
is a frigid planet swept by constant ice storms.
Meris VI has a breathable type II atmosphere in
warmer seasons; in winter, the air is too cold to

be safe without a heating mask filter.

Starports
Merisee has three primary starports: Merisee
Prime, Merisee Agra, and Merisee Dispatch.
Merisee Prime and Merisee Dispatch are both
located outside the capital city of Caronath.
Merisee Prime is the largest port on the world,

The Star Wars Planets Collection

.....sTAIiP~====================================::.~M2:e~r~is:le;:;e
-WARS

and is primarily for passengers, business travelers and small and moderate cargo vessels.
Merisee Dispatch is a passenger facility and also
provides direct access to the medical facilities in
the city.
Merisee Agra is a cargo port, where toz grains,
Utozz, and various pharmaceuticals are shipped
in bulk. For those major vessels capable of planetary landing, there are appropriate facilities.
However since many bulk transports aren't capable of planetfall, a large portion of the port's
trallic includes surface-to-orbit transports.

History
To understand the Merisee of today, it is important to understand the historyoftheworld. Merisee
is the homeworld of a humanoid alien species with
two distinct races, the Meris and the Teltiors.
For millennia, both races remained ignorant of
each other. The world's two major continents
were separated by a vast ocean that was constantly disturbed by devastating storms. The
storms were so fierce that even the coasts of the
continents were dangerous to live on - it was
not uncommon for flood waters to reach over 100
kilometers inland (the majority of Merisee's land
is plains just barely above sea level). This prevented long-range exploration, so while the two
races both developed technology, sea travel was
virtually unknown.
This changed thousands of years ago. Inexplicably, violent volcanic eruptions and seismic

The Star Wars Planets Collection

shifts wrenched the planet. Weather patterns


shifted and temperatures changed just enough
to change the air streams. The oceans calmed
and a land bridge connecting both continents
emerged. This period is referred to as "the Joining," and preceded a period of bloody warfare
that would hang like a shadow over Merisee for a
thousand years.
First contact between the Teftiors and the Meris
was violent. Thetworaceshadcompletelyconflictingphilosophiesandattitudes,andstruggleseemed
inevitable for neither side considered compromise
possible. The first two or three centuries saw
sporadic warfare and abortive colonization attempts on the other race's continent. Eventually,
the conflict escalated into lull-scale warfare. Over
the next seven centuries, billions died, as the rich
farmlands were devastated by radiation and biological weapons. However, due to the need to
survive, the Meris and Teltiors developed very
advanced medical techniques.
As the world faced final devastation, and with
both populations on the brink of extinction, the
races made a peace. Reluctantly, they put aside
their differences and began working on restoring
their world. Fortunately, a planet is a hardy thing
and the world slowly rebounded from the centuries of abuse. As new generations were born and
raised in a tradition of cooperation, hate became
distrust, and then rivalry, and then, in time,
friendship.
While the world was still reeling from the

157

-nM!!:e~r~is~e~e;.,:====================================:::;:;STAR...
WARS""""
effects of a thousand years of war, and the populations were still small, there was hope. The Old
Republic discovered the planet and in quick time,
Merisee joined. At first, the Republic lent assistance by loaning countless decon droids, who
sped up the repair of Merisee's fragile ecosphere.
In a few centuries, Merisee had gone from being
a world dependent upon the Republic to one that
was providing food, medicine and other valuable
goods to other member worlds.
The warlike factions of Meris and Teltiors,
unable to tolerate the idea of peace, retreated
into the mountains. Ironically, both groups' hatred of each other drove them together. These
two violent factions realized that the days as
warlords were past. However, there were others
off-world who would pay handsomely for those
who savored killing. Both groups united into a
single group called the Loag, a mixture of the
Meri and Teltior words for warrior. They perfected their arts of combat and assassination and
became a secret cult of hired killers.
As the cult grew, however, the Loag became
overconfident. They wanted the population of
Merisee to bend to their will. The Loag began an
escalating campaign of terror and sabotage; they
instigated incidents between the two races. The
general populace learned to fear the name Loag.
However, the Loag did not count on the intervention of the Jedi.
A half dozen Jedi Knights, aware of the pattern
of hired killings coming from the Merisee area,
resolved to end the terror. A year later, the Loag
was scattered and broken, the cult's power
stripped away. It was presumed that the Loag
was destroyed, but that was not so. Many Loag
assassins faked their deaths and sought seclusion and secrecy.

A grateful population venerated the Jedi


Knights, who lost three of their number in the
campaign. The remaining three left Merisee.
Quietly, the Loag was rebuilt. This time, the
assassins selected only those who would be
bound by the rigid tradition of secrecy. The
organization flourished again, but this time with
a greater veil of secrecy. Even today, the average
Merisee native says that the Loag cult was long
ago destroyed. ft is unknown if the Loag will ever
seek power on Merisee again.

Caronath
Caronath is the capital city of Merisee, with a
population just over five million. As the only
major city on the planet, is it home to many of
Merisee's corporations. It is the most common
destination for off-world business travelers, as
well as the center of Merisee's impressive medical facilities.

158

The Meris and Teltiors are a hard working


people and not given to wild celebrations.
Caronath is a quiet city, with few social clubs or
taverns. The few ones here do a very brisk business. If there is someone from off-planet on
Merisee, he will be very easy to find, since there
are not many places to look. The most popular
Merisee social spots are the Utoz Houses.
Caronath does offer a large number of public
parks, many of which have "thinking gardens."
For a small fee (averaging five credits per hour),
a person can rent a small, closed off area of a
park. They will have this area all to themselves
for solitude and contemplation. Of course, these
gardens can be used for less noble purposes - it
is known that meetings of shameful lovers or
contracts for Loag assassins have been arranged
within the seclusion of these gardens.
There are also many counselors near the parks
or who have businesses in the city proper. These
counselors offer advice and listen to the problems of others. This tradition was established as
part of Merisee's medical tradition, the people
here believing that healing is a physical and
mental process. However, this tradition is popular with those who simply want privacy and
advice.

Meris

Attribute Dice: 120

DEXTERITY 3D+2j6D
KNOWLEDGE IDj4D
MECHANICAL IDj4D
PERCEPTION IDj4D
STRENGTH 2Dj4D
TECHNICAL 2Dj4D
Special Skills:
Knowledge skills:
Weather Prediction. Time to use: one minute. This skill
allows Meris to accurately predict weather on Merisee
and similar worlds. This is a Moderate task on planets
with climate conditions similar to Merisee. The task's
difficulty increases the more the planet's climate differs
from Merisee's. The prediction is effective for four hours;
the difficulty increases if the Meri wants to predict over a
longer period of time.
Agriculture. Time to use: five minutes. Agriculture enables
the user to know when and where to best plant crops, how
to keep the crops alive, how to rid them of pests, and how
to best harvest and store them.
Special Abilities:
Skill Bonus: Meris can choose to focus on one of the
following skills: agriculture, first aid or medicine. They
receive a bonus of +20 to the skill, and advancing that skill
costs half the normal amount of skill points.
Stealth: Meris gain a +20 when using sneak.
Move: 10/12
Size: 1.5-2.2 meters

Capsule: The Meris are a tall humanoid race with


dark blue skin. They are very similar to their fellow
Teltiors; distinguishing characteristics include a
pronounced eyebrow ridge, a conical ridge on the
top of the head, webbed hands with an opposable
thumb and opposable end finger, inward spiralling
cartilage leading to the ear canal and several thick
folds of skin around the neck. Meris move with a

The Star Wars Planets Collection

.....srA"I~=====================================:,;M~e;!:r!;is::;e~e
_AIU
fluid grace. and have amazing coordination.
While once a true race of warriors, the Meris

have learned how to peacefully coexist with the


Teltiors. Many Meris have applied their intelligence
to farming and healing, but there are many others
who have gone into varied fields, such as starship
engineering, business, soldiering and numerous
other common occup,ations.
The Meris are a friendly people, but they will not

blindly trust those who haven't proven themselves


worthy of trust. Like most other species, Meris have

a wide range of personalities and behaviors - some


are extremely peaceful, while others are quick to

anger and fight. The Meris are a hardworking people,


many of whom spend time in quiet contemplation or
playing mental exercise games like holochess.

Teftiors
Attribute Dice: 120

OEXTERITY 30/50+2
KNOWLEDGE ID+I/40+2
MECHANICAL ID+I/40+1
PERCEPTION ID/40
STRENGTH 20/40
TECHNICAL ID+2/40
Special Abilities:

Skill Bonus: Teltlors may choose to concentrate in one of


the following skills: agriculture, bargain, can, first aid or

medicine. They receive a + I D bonus, and can advance that


single skill at half the normal skill point cost.

Stealth: Teltiors gain a +ID+2 bonus when using sneak.


Manual Dexterity: Teltiors receive +ID whenever doing
something requiring complicated finger work because
their fingers are so flexible.

Move: 10/12
Size: 1.5-2.2 meters

Capsule: The Teltiors are a tall humanoid race,

closely related to the Meris. They have pale blue to


dark blue or black skin. They lack the Meris' pronounced conical ridges, eyebrow ridge and folds of
neck skin. They have a much more prominent ves-

tigial tail and three fingered hands. The three fingers have highly flexible joints, giving the Teltiors
much greater manual dexterity than many other
species. Teltiors traditionally wear their hair in

long ponytails down the back, although many females often shave their heads.
The Teltiors have shown a greater willingness to
spread from their homeworld, and many have found
great success as traders and merchants. Although

the Telliors don't like to publicly speak of this,


there are also many quite successful Teltior can
men, including the infamous Ceezva, who managed

to bluff her way into a high stakes sabacc gamewilh


only 500 credits to her name. She managed to win

the enlire Unnipar system from Archduke Monlo of


the Dentamma Nebula.

The Loag
The Loag, the group of assassins once thought
eliminated, have returned to Merisee. Their actions, while hidden from the commoners of
Merisee, have far-reaching effects around the
planet. The Loag has a secret citadel carved from
a hollowed out dormant volcano near the land
bridge.

The Star Wars Planets Collection

The races of Merisee: a Meri

(left)

and a Teltior Iright).

ft is extremely difficult to make contact with


the Loag. If their presence was ever publicly
revealed, Merisee's government or the Empire
would take actions to eliminate them. The Loag
cult accepts contracts from many sources crime lords, disgruntled governments, even Imperial officers and dignitaries with someone to
silence. The Loag cult has many loyal informants
throughout the galaxy who contact those who

159

-I\M~e~r:!:is~e;le;.:====================================::;:;'TAA...
HAAS"'""
would hire Loag assassins. There have been some
cases of informants who attempted to betray the
Loag - they all ended up dead at the hands of
Loag assassins, so even informants cannot tell
when they are being spied upon. Assassination
fees are high (the lowest known fee was 5,000
credits), but the Loag is known for being able to
fulfill its contracts.
There is a power struggle going on within the
Loag. The largest faction wants to make sure that
the Loag remains anonymous, aware of the legacy
of the past and convinced that it is too early to
make a move for power. They want to conduct all
the business they can, mostiyoff-world, and help
defend their best interests.
The smaller faction, which currentiy comprises
about five percent of the Loag but also boasts
some very charismatic leaders, wants to become
more visible and exert power and influence over
Merisee affairs. If they believe that the Loag is
being threatened in any way, they will take matters into their own hands. They are convinced
that the Empire wouldn't crack down on this bid
for power if the group made it clear that they
would be loyal to the Empire and the sector Moff,
who clearly despises Merisee's virtually invisible
and ineffectual governor, Branff Miro.

Typical Loag Assassin


Type: Assassin
DEXTERITY4D
Blaster 70, brawling parry 60, dodge 80, grenade 70,
melee combat 7D, melee parry 60, missile weapons 70,
pick pocket 60, running 80, thrown weapons 60

160

KNOWLEDGE 3D
Alien species 40, cultures: Elraod Sector 50, intimidation
7D, languages 40, -law enforcement: Elraod Sector 50,
planetary systems: Elraod Sector 30+2, streetwise 40,
survival 60, willpower 60
MECHANICAL 2D
Beast riding 50, communications 40, ground vehicle op-

eration 50, hover vehicle operation 50, repulsorlift operation 50, swoop operation 40
PERCEPTION 3D
Command 60, con 70, hide 70, persuasion 5D, search 60,
sneak 80
STRENGTH 4D
Brawling 70, climbing/jumping 60, stamina 60, swimming
6D

TECHNICAL 2D

Blaster repair 40, computer programming/repair 40, demolitions 50, first aid 50, security 50
Force Points: Varies, typically 0-5
Dark Side Points: Varies, typically 0-5
Character Points: Varies, typically 3-15
Move: 10
Equipment: Blaster pistol (40), Merisee curved dagger
(STR+10,30 for poison for five rounds), zolall poison vial,
camouflage clothing (+ 10 to sneak in darkness), comlink,
molecular climbing spikes (+20 to climbing).
Capsule: A Loag assassin is usually dressed in slate-

gray camouflage clothing (complete with hood),


with his items in small packs located conveniently
all over his body.
Loag assassins smear their Merisee curved daggers with zolall venom. One application is good for
four hits or two hours. The average vial has enough
for ten applications.

The Cult of Those Who Redeem


After the Jedi defeated the Loag, many Meris
and Teltiors began worshipping them and their

The Star Wars Planets Collection

-ITAR~=====================================~M~e~r~js~e;;e
_AU

code. They formed the Cult of Those Who Redeem.


and they are commonly called the Cult by Merisee
residents. This organization has taken on quasimystic status on the planet.
Prospective members must go through an exhaustive schedule of tests to join, and those within
the organization must swear to keep their affiliation secret.
Members of the Cult swear to try to uphold the
Jedi Code to the best of their ability. They also
attempt to unlock the secrets of the Force, but this
is less important than maintaining the purity of
spirit and thought necessary to be a Jed!. Many of
Merisee's most popular and influential personalities are members of the this cult. They act in a
variety of ways to preserve peace, protect the
weak and innocent, and improve the quality of
life on their world. Some take direct action, acting
as vigilantes, while others work within the government or business to support enlightened government policies or provide help and assistance to
those who need it.
The Cult must remain secret so as not to trigger
a "cleansing" by the Empire. Since Emperor
Palpatine realized that the greatest threat to his
rule was the Jedi Knights, he cannot allow a cult
worshipping their ideals and spreadingtheir myths
to exist. Any Jedi who visits Merisee will attract the
attention of the Cult, sparking what would surely
be an interesting encounter.

The Star Wars Planets Collection

Merisee Grand Medical Facility


Located in the heart of Caronath, the Merisee
Grand Medical Facility is a series of several buildings dedicated to the healing arts. While prices are
expensive (about double the normal charge of
medical treatment), the care is better (reduce any
difficulties by one level) and quicker (cut healing
times to two-thirds normal).
The Grand Medical Facility is staffed with the
Elrood Sector's finest doctors, nurses, specialists,
technicians, and medical droids. There is even a
staff of droid programmers who will reprogram
and recalibrate medical droids for off-worlders.

Merisee Asylum
This is a special facility adjoining the Grand
Medical Facility. Special containment cells have
had to be built to accommodate the vast assortment of beings who pass through here.
This is a likely place to find victims whose minds
have been tampered with by someone using the
dark side of the Force, aside from the common
causes of mental illness. Some important clues
about the whereabouts of such people can be
found by talking to the victims, although it may
take several hours or even days to gain any useful
information.

Utozz Prime Brewery


This is a huge corporation with headquarters on
Merisee. UPB is the biggest brewer of Utozz, the
brand name for a fermented malt beverage made

161

-I\M~e~r:!:is~e~e;.:====================================:::;~'TAR.
WARS""""
Creatures of Merisee
Zolall
Type: Nocturnal predator
DEXTERITY 2D
Dodge4D
PERCEPTION 2D
Hide 4D, search 6D, sneak 50

STRENGTH5D
Brawling 70, climbing/jumping 60+1, lifting 7D, stamina
60+1, swimming 60

Special Abilities:
Tail: Does STR+ 10 constricting damage each round. Victim must make successful opposed Strength roll to break

free.
Teeth: Do STR+2D damage, plus 40 for polson for two
rounds.

Move: 9 (walking), 15 (flying)


Size: 1.7 meters long (plus an additlona12-meter tail), 3.5-

meter wingspan
Scale: Creature

Capsule: The zoIall is a hairless, slippery, smoothskinned creature with a long tail and f1oppytriangu-

Utaz is an acquired taste .. _

from the toz grain; it is widely popular throughout


the sector. The second largest Utoz brewer is
Merisee Smooth.
UPB employs many people as transport pilots.
They have had some problems with hijacked shipments of the popuiar brew, so there is the possibility that they might employ characters are guards.
Intoxication is a very real possibility with Utoz.
Every mug requires a stamina roll to prevent the
imbiber from getting drunk. The first stamina difficulty is Easy. The difficulty increases by one level
per mug drank; the difficulty decreases one level
per hour that passes without another Utoz.

Collective Farms
Because of the expense of modern farming,
Merisee's most common agreement is the collective farm. This arrangement allows for the most
efficient use of droid machinery and other equipment. An average collective farm is a self-contained community numbering between 24 and
120 people. The farm has a council (one member
per eight people) that sees to the day to day
operation of the community. A group called the
Agra Alliance (with one alderman from each region of the planet) sets prices, controls production, and tries to ensure fair treatment for all
farmers. The collective farms grow toz grain in
great amounts, as well as raise several types of
animals for food.

162

lar Wings. It keeps itself aloft by air sacs located in


its abdomen.
The zolall is a nocturnal hunter that haunts the
wild areas ofMerisee. It is a vicious, daringpredator
that will attack herd animals and people alike. If a

victim is struck by the zolall's tail, he Is wrapped


tight in its coils. He can do no other action beside
attempting to break free.
The Loag assassins prize the zolall for their
poison sacs, located under the creature's tongue.

ZoIaIIs can be trained as watch anImals, although


they are never completely trustworthy. Merisee
medical experts also value zolall venom, for, in a
modified form, it can be used as an anesthetic.

Pharmaceuticals
The planet Meris III is an important source of
exotic plants that are used for pharmaceutical
purposes.Asmall harvesting station and landing
field, manned by two dozen Merisee natives,
oversees harvesting.
The chief drug company is Merisee Prime
Pharmaceutical, headquartered in Caronath. The
company's biggest concerns are pirates who hijack the processed shipments, or illegal harvesters who try to harvest the plants and take them
to some other planets for processing.

Adventure Idea
The characters are hired by Merisee Prime
Pharmaceutical to guard a valuable shipment of
antivenin from Merisee to Coyn. Unfortunately,
some pirates have caught wind of the shipment,
and will make two tries to get the shipment.
The first attempt will be right before the characters leave Merisee Prime Starport. Essentially,
the first attempt is a land based skirmish. The
second will be in space, where the pirate ships
attempt to disable and board the characters'
ship.

The Star Wars Planets Collection

_APi
Merisee
....sTA~R==================~~

Adventure Idea
A Cult member, who happens to work as a
chemist for Merisee Pharmaceutical, is trying to
develop a serum that gives the wearer Force-like
powers. Of course, the serum will not work, but
this is not known.
Several radical Loag, Imperial agents, and criminal elements will want [he formula for their own
use.

The Star Wars Planets Collection

The Cult member may be misguided, but he is


no fool. He hires the characters to be his bodyguards, though he refuses to tell them what he is
working on. The characters will have to fend off
attacks from the various elements, while trying
to ascertain what it is the chemist is working on.

163

JlR...
[D~e~r~i~ly~nl.:=======================================::;;sr.~
WAu-

Derilyn
Derilyn

supervised and citizens live in constant fear of


being hauled away by Imperial forces.

Type: Occupied urban police-state


Temperature: Temperate

System Summary

Atmosphere: Type I (breathable)


Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban. plains, forest, mountains. desert
Length of Day: 27 standard hours

Length of Year: 350 local days


Sapient Species: Coynites, Gamorreans, Humans. Meris.
Teltiors

Starpol1: 2 Imperial class, 2 stellar class


Population: 2 billion
Planet Function: Trade. manufacturing
Government: Imperial governor police state
Tech Level: Space
Major Exports: High tech

Major Imports: Raw materials


System: Derilyn

Star: Deri! (medium yellow)


Orbital Bodies:

Name

Planet Type

Moons

Dar
Alorthas
Kalis
Takoman
Derilyn
Fahul

searing rock
searing rock
jungle
jungle
terrestrial
barren rock

1
2

Sotipe
Serrata

gas giant
gas giant

Belorphyn

ice ball

o
o
I

2
14
5

World Summary
Derilyn is a planet under the boot of the Empire, brutally conquered by Imperial forces 10
years ago. Derilyn boasts a variety of terrains,
including deserts, mountains, swamps, plains,
woodlands, and arctic zones. Its orbit and axial
till give it seasons with a hot summer (20 to 30)
and a cold winter (_10 to 10).
Derilyn serves as the Empire's base for Elrood
sector operations. System space around the
planet is known as "Imperial Interdicted Space."
The world is held under police state conditions:
all civil rights are suspended, citizens may be
arrested upon suspicion of treason (without any
prooO, and all penalties for offenses (proven or
suspected) are the province of the commanding
regional military officer. Commerce is strictly

164

The Deril system has a medium yellow star. The


two planets closest to the star are uninhabitable.
Dar and Alorthas are small, thin-atmosphere, sunscorched worlds of no real economic value. Kalis is
a harsh world with a thick, boiling atmosphere.
There is no life on the world. Takornan is a jungle
world with a type III (breath mask required) atmosphere. The exotic fauna and the considerable
mineral deposits make it a prime target for Imperial
exploitation.
Fahul is an airless,lifeless world. The Empire is
considering building a slave prison on the world, as
there are some valuable ore deposits buried deep
in the planet's crust.
Sotipe and Serrata are gas giants. Serrata is a
near-star, its mass falling just below the necessary
level to make the transition. In the sky of Derilyn,
Serrata is a reddish disk as wide as the length of a
man's index finger.
Belorphyn is an inhospitable ice ball with an
oblong orbit (due to Serrata's influence): for a
portion of its "year," it actually is closer to Deril
than Serrata.

System Datafile
Derilyn system, star: Deril, medium yellow star. Nine planets in system, Derilyn is
inhabited. This world is under Imperial
martial law.
From the Coretlian Merchants' Guild:
WARNING! Derilyn is a restricted system
under martial law. Imperial blockades zealously enforce trade restrictions - violators
or suspected violators are likely to end up as
slaves for the Imperial Mining Corporation.
Proceed at your own risk.

The Star Wars Planets Collection

..Rr
Derilyn
'!."II.===================~~

Approaching Derilyn
Characters wishing to travel to Derilyn are
strongly advised to obtain a Derilyn Travel Waiver
before going to the system. This permit may be
obtained from any Imperial Navy office within the
sector (there are offices in Elrood's and Coyn's
major starports). The permit costs 100 credits. To
get a permit, the ship's captain must provide a
complete list of cargo, ship's weaponry, crew members and passengers, destination port, business to
be conducted on Derilyn, customers' names on
Derilyn, and projected arrival time. Characters
may try to forge permits as described on page 84 of
Star Wars: The Roleplaying Game. Second Edition. A

new permit must be acquired for each trip to


Derilyn.
While the permit won't necessarily grant the
vessel permission toenter the system, it means the
local patrol ships are much less likely to confiscate
the vessel and enslave the crew members for
violating the Imperial blockade of the system. Additionally, upon applying for a permit, most ships
are searched by Imperial customs inspectors, and
naturally, most ships are boarded and searched
upon entering Derilyn system.
The contingent of Imperial forces in the system
is charged with preventing all unauthorized ships
from landing anywhere in the system. If a ship
refuses to submit for customs inspections, the
Imperials have standing orders to disable or destroy the ship. These extreme orders have had the

The Star Wars Planets Collection

desired effect: few ships attempt to enter the system, and those that are caught entering iIIegaily
normally submit to inspection in short order. The
characters are most likely to encounter one of the
Skipray Blastboats, patrol ships, or customs vessels (normally paired with TIE fighters for additional firepower). For completegamestatistics and
information, see "Elrood Sector Overview."
Ships that are searched while still in space are
directed to their appointed port; a small number of
ships with permits are waved through without
being searched. If a ship isn't scheduled for arrival
in Derilyn, it will be directed to the Derilyn Space
Defense Platform, an orbiting space station and
defense platform.
If a searched vessel bears any contraband or
people who are specifically wanted by the Empire,
the ship wiil be seized and the crew taken to work
in the mines of Berea. The customs official that the
characters will most likely run into is a man named
Velgar Borf.
Derilyn Space Defense Platform
Craft: Modified Rendlll StarDrive Space Platform
Type: Orbiting Space Defense Platform

Scale: Capital
Length: 4,225 meters
Crew: 8.750. gunners: 320. skeleton 2.560/.10
Crew SIdJI: Capital ship gunnery 50. capital ship shields
50. communication 40.2. sensors 50.2. starship gunnery
5D

Passengers: 10.400,4.500 (troops), 1,000 (prisoners)


Cargo Capacity: 15 million metric tons (Including sealed

dry docks)

165

STAR...
[D~ei!r:!!i1~Y.!ln:.::====================================::;~
WAIU""""
Derilyn Space Defense Platform

Secondary Docking
Armatures

Administration

Towers

Star Destroyer/Capital Ship


Docking Ciuster

Maifltenance .
":Section

Power

Plant

Main Weapons
Platform

CommArray

1-66

The Star Wars Planets Collection

~,=~"~====================================D~e~n~IY~n
Velgar Barf
Type: Corrupt Customs Official
DEXTERITY 2D
Blaster 40+2. dodge 50+1

KNOWLEDGE 3D
Bureaucracy: Imperial customs 70 .. 1, languages 5D, law enforcement: Imperial CllStoms 60+2. planetary systems: Occilyn 50.. 2, streetwise 60+ I, value 70+2. willpower
30+2

MECHANICAL 3D
CommunIcations 50, sensors 70, space transports 60, starfighter piloting 40. starship
shields 50, swoop operation 40
PERCEPTION 4D
Bargain 80, command: Derilyn customs forces 70, con 80+ 1, forgery 60, hide 70,
investigation 70+1, persuasion 80, search 80+2, sneak 70+2

STRENGTH 2D
TECHNICAL 4D
Computer programming/repair 80+ I. drcid programming 70. first aid 60, security
80+ I, space transports repair 60. starfighter repair 50+ I

Character Points: 8
Move: 10

Equipment: Blaster pistol (40), comllnk, datapad, glow rod. detection equipment (+ 10
to search), toolbelt

Capsule: Velgar is a slightly overweight middle-aged Human with unruly


black hair. He wears the uniform of an Imperial Naval customs officer, but the
uniform is often a bit rumpled or stained. It is a wonder that Velgar got as far

he did. Joining Imperial Naval Officers School as a result of family connections, Velgar proceeded to behave in a thoroughly substandard fashion. His
personal grooming habits and indifferent attitude created the image of a very
poor officer. Velgar, however, has a knack for finding things and getting
information, and this talent enabled him to crack the infamous Red Nalroni

smuggling ring.
This got him a promotion he ill deserved. Eventually, after several years
of thoroughly unspectacular duty, the Empire transferred him to Derilyn.
The slovenly appearance of Lt, Borf is partially an act ... partially. He truly
doesn't care about his appearance, but he exaggerates It because it keeps
strangers off guard. Barf is an excellent customs officer, but he is apathetic.
He is also a good mechanic, which enables him to find hiding places for

smuggled goods.
Velgar is bribable, but this must be done out of sight of the troops. Since
there are other customs officers, Velgar has thus far managed to convinc-

ingly divert any blame on them. Lt. Bori will not take any foolish chances; he
does not want to jeopardize a good thing, and he cannot risk others finding
out about his largess.

Consumables:;) y.'ars
Cost: ~ot avaiJahl(' lor salt'
Space: Immohilp: t,rhils l)t>rilyn. but may Iltlt aJt,'r ("lHJrs('

Sluff Slarship ~unnery


I'm' C/Jnfrol 202

Hull.7D-2

Atmll,\l'hl'rt

Shields: 50.l
Sensors:
Passive: ISII/II)
Scan- :100/21>
Search 600nl)
Focus 20,SJ).:!
Weapons:
80 Turbolaser Baltf"rlE'1l
Fire Arc 20 Irolll, 20 Ipft. 20 right. 2t1llack

/)(/f11a~I'

Creu' :i

SkIll Cal-lilal .. hip Kunnery


Fin> Omtwl 11>
Spcw' HungI' :I.. I :i J.'i 7~
Atmo.~fJlwn> H(/fl~l' 1)...12(i5/150 kill

DumuW' ;;()
40 Double TurbolOBer Cannon
Fire An III fronl. 10 left. 10 ri~hl, 10 hack
Creu' :!
Sea/(> Starfi~hll'r

The StarWars Planets Collection

S/k/II' f<U"~I' :~ 10

H(/n~

:\0 60
300-1 :I tl kill

.;n 2

Capsule: In hi~h orbit around DNilyll. tilt' Derilyn


Spal't' Ddpllsl' Platform is an imprpssivf' guardian
againslulliluthorized intrusion. Asidl'from its weaponry. th(' spar' station has two full wings of TIE
fightprs. pillS whatever patrol vpsspls happen to be
docked thl'H' at the time. The platform serves as
the ('('ntral ('()Illmunication and transportation station for Imperial military forn's on Derilyn. and by
extension. Elrood Sector.. This is an Imperial space
fortress at its worst. capable of hamlling sustained
attacks wi! h ease.

History
Before IIll' fall of the Old Rel'ublic, Derilyn was
a planet 1l11ll"h like Elrood. It hal! a mix of agricul-

167

STAR
-I:D~e:!:r!!:ily~n~===================================;:
WAUA People in Chains
By order of General Hul, the following laws
permission will be captured and impounded.
are in effect until further notice:
Survivingcrew members will besent to Berea.
Curfew extends from sundown to sunrise.
Possession of a weapon is punishable by
All citizens must be in their residence or
transfer to the smelting factories. Members
of the Imperial armed forces have final discreacquire an appropriate permit from a local
Imperial Office of Occupation and Law. Violation in determining what constitutes a
weapon.
tion is punishable by imprisonment or transfer to the smelting factories.
Sheltering subversives is punishable by
Treason in word or deed is punishable by
death.
imprisonment or transfer to the smelting
Membership in a subversive group and/or
factories.
participating in subversive activities (sabotage, espionage, assaulting Imperial person Food will be rationed as indicated in earlier
proclamations. Hoarding food is punishable
nel, contributing to or aiding in the distribuby forced labor on Berea.
tion of unauthorized publications or broadcasts) is punishable by death, and the death
Participatingin illegal or unauthorized trade
of
all family members.
is punishable by death.
Citizens are required to report any subver Trespassing on Imperial installations is
sive activity to the local security office. Accupunishable by death.
rate reports will be rewarded with extra food
All citizens must have their ID card with
and privileges. Failure to report such activity
them at all times. All visitors must have their
is regarded as willful tolerance oftreason and
ID card displayed at all times. Failure to do so
is punishable by death.
is punishable by forced labor on Berea.
Remember! Obedience to the Empire
Hindering Imperial forces is punishable by
means freedom! Subversive activity means
hard labor, imprisonment or death, dependpunishment for alII Report subversives iming upon the severity of the offense.
mediately! Obey the Emperor! Obey the lawl
It is there for YOUR protection!
Vessels which land or take off without
ture, manufacturing, and natural resource extrac-

tion, and was the terminus of the Elrood to Derilyn


Run, making Derilyn a jewel in the rather modest
crown of Elrood sector.
Then came the Empire. Derilyn's population
was outraged by Palaptine's power grab. The late
Senator Wuxod from Derilyn made his planet's
opinions abundantly clear; he disappeared. Some
in Imperial City whispered that Palpatine's security forces were behind this. Derilyn's outrage grew
- and the Empire acted.
The Derilytes did not realize just how strong the
Empire was, or to what lengths Palpatine would go
to enforce order. On the first day of Fifthmonth,
Derilyn found out firsthand.
A huge invasion force, consisting of six Imperial
Star Destroyers, several wings of TIE fighters, and
a full sector army, smashed down on the vocal, but
unprepared, planet.
The city of Paran, Derilyn's third largest city and
birthplace of Senator Wuxod, was annihilated by
the concentrated gunfire of the orbiting Star Destroyers. TIE bombers deliberately bombed the
helpless civilian shelters.
Rather than surrender, the Derilytes fought on,
hardened by the horror of the attack. Despite the

168

outrage, the valor, and the sacrifice, the Empire


ro!led over the Derilytes with the speed and ease of
a rancor stepping on a drunken Jawa. The planet
was secured in three days; the struggle is known as
the Sixty Hour War by the Derilytes.
With Derilyn's armed forces disarmed, the Empire established a permanent presence. For the
next several months, the rest of the sector experienced what is now ca!led the Time of Panic. During
this time, the citizens of the rest of Elrood Sector
braced themselves for the worst, anticipating that
the Empire, having secured Derilyn, would enslave
the rest of the sector. For reasons unknown to all
but the Empire, this never happened.
The Empire got what it wanted-a proud world
subjugated and utterly humiliated. Palpatine knew
that the otherworlds were watching Derilyn closely.
With this world defeated, the others would submit
to the Empire. To this day, it has remained so: the
other worlds of Elrood Sector are ever feariul that
they wi!l share the same fate as Derilyn.

Derilyn Today
Martial law is in effect over the entire planet.
Derilyn's Martial Governor is General Afren Hul of

The Star Wars Planets Co!lection

.....sTA....
IiIR~==========================::.,!;D~e~ril~yn
-...ARS
-

the Imperial Army. The people, sullen, bitter and


devoid of hope, live a difficult life. All goods are
rationed, strict curfews are in effect, and working
conditions are brutal. Only when the Derilytes get
behind the closed doors of their homes do their
emotional natures come forward. In some ways,
Derilyn is just as dead as if the Imperial fleet had
destroyed the planet.
Most Derilytes share some common emotional
characteristics: they are extremelystubborn, forthright, and especially enamored of fighting against
impossible odds. There is no stigma to surrendering, but it takes some time for the average Derilyte
to realize that a given situation requires surrender;
on the other hand, surrender normally means that
one will live to fight another time. Derilytes have
never been known to make friends easily, but when
they do, they are fiercely loyal. As a result of the
invasion, many Derilytes have also become suspicious people.

The Imperial Presence


The Imperial occupation force is the equivalent
of a Sector Army (see page 97 of the Imperial
Sourcebook). There is a total of 1,180,309 personnel, including 774,576 troops (officially; actual numbers can vary based on distribution offorces around
the sector, attrition, training, rotation and other
factors). There are over 66,000 repulsorcralt here,
as well as nearly 14,000 heavy repulsor tanks.
There are also three full wings of TIE fighters, split
among traditional TIE/In combat models, TIE bomb-

ers and TIE/rc ships (modified to conduct detailed


observation of communication bandwidths, movement of civilians and otherwise provide detailed
intelligence). These fighters are at separate bases
in Dorrak, Derilysa and Tekar. While the forces may
seem excessive, bear in mind that part of the
Empire's strategy is to maintain enough troops to
frighten the rest of the sector into submission the forces here are more than up to the task.
There are four major military bases on the
world, in addition to countless minor bases and
outposts for observation and occupation of the
planet. The largest of these is Base Derilysa, located on the outskirts of the capital city. The next
largest is on the outskirts of Tekar, the city most
likely to be visited by off-worlders who have business here. The final two major bases are in Dorrak
and Palpatine.
There are considerable tensions between the
Navy pilots and the Imperial Army occupation
forces (one reason why the TIE fighters were not
assigned to the standard bases). The commanders
of the Star Destroyers do not like General Hul, who
they feel is not giving them enough credit in his
reports to the Empire. Hul, in tum, does not like
Lieutenant Borf, the head customs officer, and
feels that the Navy is not doing its part in keeping
out smugglers and pirates.
Sector Moff Villis Andal
Type: Imperial Bureaucrat

DEXTERITY 2D
Archaic guns: Kiliean bolt gun 5D, dodge 4D+ 1. running

3D2

The Star Wars Planets Collection

169

-r:D~e:!:r~i1yyn!l.:=====================================:;:'TAR
WA~

General Afren Hul

Type: Tyrannical Military Governor


DEXTERITY 3D

Blaster 50. dodge 60, grenade 40, melee combat 50+2, melee parry 50
KNOWLEDGE 4D

Alien species 70, bureaucracy: Imperial 80, intimidation 80, law enforcement 80.
planetary systems: Derilyn 7D+l, streetwise 60+2. tactics: ground forces 90. tactics:
army operations 110, willpower 90
MECHANICAL 2D

Communications 40, ground vehicle operation 40, hover vehicle operation 50.
repu!sorJlft operation 40+ I, sensors 30+2, walker operation 50
PERCEPTION 4D
Command: Imperial troops 90+1, investigation 60, persuasion 60, search 60
STRENGTH 3D

Brawling 40+2, stamina 50+ I


TECHNICAL 2D

Blaster repair 40, computer programming/repair 50, first aid 40. security 50+2, walker
repair 4D
Force Points: 2
Dark Side Points: 2
Character Points: i2
Move: 10
Equipment: Blaster pistol (40), command baton, comlink

Capsule: General Afren Hul is the Imperial governor of Derllyn. He has taken up
residence in the Government Palace in Derilysa, the capital city. He has a
permanent honor guard of 24 stormtroopers and 12 Coynite mercenaries.
General Hul, a man in his early 50's, dresses in a very sharp, spit and polish
military style. He is bald, and has bushy eyebrows that are so thick they appear
to be one solid, unbroken brow. His eyes are steel gray, with a penetrating gaze.
Hul is burly, and hasn't soltened during his time behind a desk.
General Hul worked his way up through the oflicer ranks, and distinguished
himself just enough to be promoted but not enough to get a plum assignment.
He spent his share of time in combat, and is very savvy about firefights,
ambushes, and guerrilla warfare.
A no-nonsense, rigid, unyielding man, General Hul is a firm believer in iron
discipline. Very much a fanatically loyal servant of the Empire, he believes that
there are no civilians and no off-limits targets in war. He believes in total victory.
As a military governor, he has been ruthlessly efficient in keeping the peace. A
cruel, sadistic man, Hul enjoys disciplining the people of Derllyn. ("So you don't
know the location of the resistance ceIl? Oh, don't worry, I shall not kill you. I mean, if you don't know, well,
that's hardly your fault, correct? Your husband and chlfdren, on the other hand ... oh, what is that? You
remember? Welf, how fortunate! That ensures you and your family will remain together." (After the Rebel has
given her testimony, Hul turns to the nearest Imperial officer.) "Kilf her and her family. I hate breaking up a
happy home."
Hul has an intense hatred of aliens and droids, the latter he uses for target practice whenever he sees one.
As governor, he can afford that luxury, and has been known to personally execute anyone who would Udebate"
the matter with him.
;I

KNOWLEDGE 4D

Bureaucracy 70, cultures 60+ 1, intimidation 50, languages


50+2, law enforcement 60, planetary systems 50+ I
MECHANICAL 2D

Astrogation 50, beast riding 50, space transports 40+2


PERCEPTION 4D

Command 50+2, persuasion 60


STRENGTH 20+2
TECHNICAL 3D+1

Computer programming/repair 40, droid programming


40+1

Force Points: 4
Dark Side Points: 5
Character Points: 9
Move: 9
Equipment: Cape, walking stick, pocket computer with
comm up-link to space yacht, several changes of fine
clothes, personal medallions and jewelry.

170

Capsule: Sector Mofl Villis Andal is a young man from


a welf-connected Atrisian noble family. He spent
most of his youth in the manner of noble families:
studying the delicate arts of Kiliean bolt gun marksmanship and riding his loirbnigg, an eight legged
reptillian steed native to the reserve world of Frisal.
His most notable accomplishment was winning a
pair of local championships in high-gravity sprint
running.
As he grew older, he moved on to a prestigious
military prep academy, his mother intent on seeing
hirri become a valued officer or diplomat. While he
lacked the drive for honors, he finished well enough
to be accepted into the Imperial Diplomatic Corps. In
return for an undisclosed favor to an Imperial senator (rumors abound that the favor involved a sub-

The Star Wars Planets Collection

~,=~~=====================================.!D~e;:r~il~y~n

stantial shift of credits, as well as the destruction of


evidence involving bribe taking), Andal was promoted to Assistant to Elrood Sector's Mofl. When
that Moff died duringa routinespaceaccident, Andal
was appointed to Elrood Sector Mofl.
Andal is a man secure in his job, and security
breeds laziness and sloth. Andal has established his
sector home on Derilyn, taking up residence in the
newly constructed Mort's Palace. It lies as the north-

ern end ofthe Park of Peace, an open park stretching


three kilometers through Derilysa. General Hul's
Government Palace is at the other end of the park,
which is built over the remains of Derilyn's govern-

ment buildings, leveled in the initial assault on the


planet.
Andal spends most of his time travelling around
the galaxy in his personal space yacht, the Anda/'s
Dream, going big game hunting with his well-to-do
friends from the academy and, oh yes, maintaining

order in Elrood Sector. He takes minimal interest in

his job, leaving that task to General Hul, who thoroughly enjoys such duties. He also enjoys playing his
two Star Destroyer captains off each other - every-

one so ambitious, and so obsequious; yes, this is

the life for him.

Friends of Paran
(The Resistance)
The resistance on Derilyn is small and fragile.
Unfortunately, General Hul has been all too efficient in his campaign against insurgents. Current
active resistance members number only about
420, although there are countless sympathizers
too fearful to take action.

The Star Wars Planets Collection

The Friends of Paran, named after the destroyed city of Paran, operate in small cells, very
similar to Rebel resistance cells. A central headquarters for the resistance operates in the ruins
of Paran itself. Paran had extensive tunnels for
the repulsor trains that provided mass transit;
these tunnels now serve as the Resistance's base.
The Empire knows nothing ofthe existence of the
tunnels.
As a rule, only a few dozen resistance members stay in Paran. They serve as defense and
counselors to Wuxod, the grandson of the late
Senator Wuxod and head of the resistance.

Melodia Fharn
The resistance member the characters will
most likely run into is a woman named Melodia
Fharn. She is one of the most effective resistance
field personnel and is based in a Tekar cell, where
she has convenient access to off-world travelers.
Contacting the Resistance

Contacting the Friends of Paran is easier than


one would think. There are not many non-Imperial ships that come into the system. Any visiting
vessels are closely watched by resistance members, their crews tailed through the city and their
business ascertained. The visitors' behavior will
be watched and evaluated - those who appear
to be opposed to the Empire are contacted. If the
cells see a Jedi Knight using her powers, they will
report back to their cell leader, who will pass the

171

[D~e~r~il~y~n:.:====================================::;:;'TAA...
WAIU""""

Melodia Fharn
Type: Resistance Fighter

DEXTERITY 3D
Blaster 60+2, dodge 40, grenade 50+2, vehicle blasters 50+ I

KNOWLEDGE 4D
Languages GO, law enforcement 60+ 1, planetary systems: Derilyn 50+2. streetwise 70,
survival 80, willpower 80+ 1

MECHANICAL 3D
Beast riding 40+ I, ground vehicle operation 40, hovervehicle operation 40+ 1, starship
gunnery 40

PERCEPTION 4D
Bargain 60. command: Derilyn resistance forces 70+1, con 50, forgery 60+1, hide 80,
persuasion 60, search 70, sneak 50+ 1

STRENGTH 2D
TECHNICAL 2D
Armor repair 40, blaster repair 40+1, demolition 60, first aid 50+2, ground vehicle
repair 50, security 40+ I

This character is Force-sensitive.


Force Points: 2
Dark Side Points: 3
Character Points: 6
Move: 9

Equipment: Blasler rifle (50), blaster pistol (40), 4 grenades (50 damage), comlink,
armor vest (+10 physical. + 1 energy). glow rod, datapad, medpac.
Capsule: Melodia Fharn is an aging woman, with long gray hair that she keeps
in a bun. Her salt blue eyes reveal a strong sense of compassion. Melodia was
a nurse and counselor in the city of Tekar before the war. Married and with one
son, Melodia's life was a good one. Then came the invasion. Melodia's husband,
who was visiting the dtyof Paran, died, leaVing Melodia to take care of their son.
The years passed, her son grew up and married, and had two kids. Two years
ago, her son and his wife, both of them resistance members, were killed. Melodia

decided to fight back and take care 01 her grandchildren, now aged 12 and 10.
She feels it is belter to repel the Empire than to allow her grandchildren to suffer
under tyrannical rule.

On Ihe outSide, Melodia projects the image of a sweet, grandmotherly old


lady. Indeed, she is rather soft-spoken and is reluctant to speak up or use her
influence to force unpopular agendas. But when she is on duty, the fires of
independence burn in her eyes and she is transformed into a cool commando
who has the advantage of her years of wisdom. She is also a good deal more
bloodthirsty than most would suspect - "Yes, dears, I had to ventilate that stonntrooper's head before he
got a bead on you. Now, that nasty man's gone, so rest a spell and have a nice cup of tea."
Melodia's companions nicknamed her "granmera" (a Derilyn term of affection for "grandmother"). because
she dotes on them and takes care of them all.

news onto central headquarters, which will then


make contact with the Jedi in a few hours (of
course, by then, the Jedi is likely to become a
fugitive from Derilyn's police state government).
It is a Very Difficult streetwise task to find the
underground.
The Friends of Paran are always looking for
food, medicines, weapons, armor, electronics, or

anything else that can aid their fight. Also, some


resistance members have to be smuggled off
planet because they are wanted by the Empire.
Average Friend of Paran. All stats are 2D
except: blaster: blasler piSlol 5D, grenade 4D.
slreelwise 6D, hide 5D. search 5D, sneak 6D, brawling 4D. Move: 10. Blaster pistol (4D), grenades
(5D), armor vests (+ 10 to physical, +2 to energy).

172

Derilysa
This is the capital city of Derilyn, though not
the largest city. The city is a place of opulence,
filled with expensive eateries, amusement centers, museums, and shops. This city has been
rebuilt by the Imperials, and the sheer amount of
credits invested here indicates that the Imperials
aren't planning on leaving any time soon. The
facilities are primarily for the use of the Imperials
and visiting dignitaries and businessmen (on the
rare occasion that Moff Andal is present, he
insists on holding endless parties and celebrations). When there are no important visitors,
local residents may take advantage, although
prices are outrageous, far beyond the means of
most working people.
Though theoretically anyone can visit Derilysa, .
those who are not directly associated with the

The Star Wars Planets Collection

~'=~l=================================~D~e~r~il~y!:!n
DERllYN DIAGRAM
I. Derilyn Space Central
2. Imperial Spaceport

Base Tekar and Vicinity

Sector
3.
4.
5.
6.
7.
8.

Outlying Communities
Imperial Checkpoint
Imperial Base
Government District
Residential Sector
Industrial Sector

9. Business Sector
10. Commercial &
Harbor Sector
J J. Refineries

Empire or invited by Moll Andal or General Hul


are viewed with suspicion. It is not uncommon
for squads of stormtroopers to follow, question
and arrest suspicious looking people (anyone
who is not wealthy is immediately considered
suspicious). It should be noted that because of
the harsh recriminations for suspicious activities, locals will not talk to visiting spacers and
aliens unless absolutely necessary. Even then,
Oerilyn residents are as perfunctory as possible
(to the point of being extremely rude) to not
arouse suspicion.

Tekar
The largest city on the planet, Tekarisasprawling megalopolis. The city sports the largest
starport on the planet, Oerilyn Space Central,
which includes the Imperial Spaceport Sector,
where the area's 36 TIE fighters are stationed.
Because the city was a center of resistance activities after the initial invasion, the city has faced
harsher treatment throughout the Imperial occupation. Checkpoints are at the edge of the city,
where IDs are rigorouslychecked. Checkpoints are
also at several key locations throughout the city.

The Star Wars Planets Collection

Imperial Occupation Soldiers, All stats are 20


except: Dexterity 3D, blaster 4D+2, dodge 5D,
intimidation 4D+2, MeehanimllD, command 4D,
Strength 3D, TeehnieallD. Move: 10. Blaster rifle
(50), grenade (50), blast armor (+20 physical,
+ ID energy). .
The Imperial presence In the city is highly
visible: it isn't unusual for all midday traffic to be
brought to a halt by a parade of soldiers and
repulsortanks. Likewise, violence and sedition
are even less likely to be tolerated here than in
other cities. Most of the ordinary citizens are
forced to slave for Imperial corporations that
have set up factories on this world: the majority
of goods are heavy industry equipment and
droids. Each company has a large imported quality control staff to ensure that goods aren't being
deliberately sabotaged, and the penalty for sabotage is death or deportation to the mines of
Berea. The entire city has a constant pall of air
pollution and dreariness hanging over it - a
combination of real weather and the despair of a
beaten people.

173

'TAR...
-~D~e~rJ!,!;IYk:!n:l.:==================================::::;~
WARS""""

..........

..... :.. :.... :.:~....~

: .....::

...

-_ .....

Imperial Mining, ltd. and


the Berea Connection
IML is located in the capital city of Derilysa.
The company was formed and is run by retired
Imperial officers and low-level officials who still
wanted a hand in helping the Empire while lining
their own pockets. The Empire gladly gave them
a corporate charter and began coercing systems
to purchase ore from IML.
Imperial Mining's headquarters is a large, beautiful skyscraper, the tallest building in the city.
The company is run by a board of directors. IML
does not hire freelance adventurers to do tasks
for them.
Although the company is inefficient and smaller
than Radell Mining, IML makes a hefty profit due
to their low labor costs. Of course, their labor
consists mostly of interned crews of freighters
(read: slaves), being detained for an indefinite
period of time. IML's merchant fleet consists of
these interned crews' vessels.
Once every two weeks, a huge container ship
arrives from Berea, bearing the rich ores that IML
refines and sells. On the return ship, the vessel is
stocked with survival supplies for the mining
colony. It also has a life support capsule for
carrying new miners and guards.

174

The Ruins of Paran


The city of Paran had a population of 512,000
people. Less than 3,000 remained after the Imperial bombardment and siege, and most of them
died from radiation or the effects of biological
warheads used in the shelling.
Today, the city is a ruin, with nothing but the
skeletal plassteel frames of burnt-out buildings
and great heaps of charred rubble. The only
inhabitants are the few outcasts who have somehow managed to survive in this hellish place, or
those who would rather risk the dangers of a
destroyed city than slave under the Empire. Many
dangerous predators from Derilyn's wilderness
have taken up residence in the ruins of the city.
Locating the entrance to the underground
areas where the Friends of Paran are holed up
takes two hours of searching and is a Very Difficult search task. The rubble, most of it lightly
irradiated, provides an excellent cloak from sensors.lt is more likely that the resistance will spot
the characters long before they find an entrance
and confront them. The resistance members are
quite suspicious, and may require the characters
to prove their intentions or face execution as
Imperial spies. The resistance has not much to
lose here, and they have no reason to suspect
that someone may want to help them; they view
their survival as a grand and noble struggle against
the galaxy itself.

The Star Wars Planets Collection

~~~~================================:,;D~er~il~y~n
Adventure Idea

Adventure Idea

Use this idea only if the gamemaster wants to


keep the characters on Derilyn for a while. The
Rebellion hires the characters to run weapons to
the resistance on Derilyn. Melodia's name is
given as a contact, and she will meet the characters at the Tekar starport.
Once on the planet, the Empire suspends all
outbound flights, apparently due to some Friends
of Paran activity. The characters must now do
their best to survive and help the resistance
while not getting caught.

The Friends of Paran need a message hand


delivered to their resistance cells on Berea. The
characters are asked to go, which means volunteering for work with Imperial Mining. Of course,
getting back may be a problem, since the minimum term time is three months.

Adventure Idea
While on Derilyn, the resistance learns that
two of their number have been impressed as
miners. They wifl be taken off-planet to Berea the
roflowing day. The characters are asked to mount
a rescue mission.

The Star Wars Planets Collection

Adventure Idea
A particular Friends of Paran cell, known for
its extremism, has hatched a plan to bomb the
Imperial Mining, Ltd. corporate building. The
head of the resistance asks the characters to
interfere, emphasizing that this attack would kill
hundreds of innocent Derilyn citizens and have
almost no effect on the Empire. It would trigger a
crackdown with no beneficial effect.
He begs the characters to neutralize the cell
(and hopefully not kill them) and remove the
bomb. Even an anonymous tip is not good enough.
IML, and by logical extension the Empire, cannot
and must not know that the bomb ever existed.
The cell has already planted the bomb in the
lobby of the headquarters.

175

-~K~u!!:ra:ls~II.!.1===================================~'TAR
WAIU""""

I<uras III
Kuras III
Type: Unexplored hostile terrestrial
Temperature: Temperate (verging on cool)
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Dry
Gravity: Standard
Terrain: Volcanic mountains. canyons, cave networks.
shallow inland seas

Length of Day: 18 standard hours


Length of Year: 400 local days
Sapient Species: Aganof (N), Pulras (N)
Stnrport: None
Population: 65,000 Aganof, 58.000 Pulras
Plnnet Function: Homeworld, exploration

Government: Tribal
Tech Level: Stone
System: Kuras

Star: Kuras (white dwarQ


Orbital Bodies:
Name
Planet Type

Moons

Kuras I
Kuras II
Kuras 111

temperate rock
temperate desert
une..xplored
hostile terrestrial
Kuras Asteroid Belt
Kuras IV
frozen rock

o
2

World Summary
Kuras III lies in the unexplored Kuras system,
on the edge of Elrood Sector. The world has
never been visited by representatives of the
Empire, and all the available evidence indicates
that the world has never been visited by offworlders.

The world is young and quite hostile to Human


life. The foul smelling atmosphere is thick with
voicanic ash and dangerous microbes - long
term, unprotected exposure (for six standard
months or longer) is likely to result in potentially
lethal respiratory infections.
The world's surface is volcanically active. and is
covered with steep mountains and deep canyons.
The world is quite dry, with no oceans. There are
asmall numberoflakes in craters, depressions and
at the bottoms of the deepest canyons. Kuras Ill's
interior is honeycombed with caverns, the result of
the continuous volcanic activity. Because of shifting tectonics, only a few sections of the planet's
surface are presently plagued with active volcanoes - many regions of the planet are inactive and
stable for the time being.
Kuras Ill's entire ecosphere is hazardous to
Human life. Theworld is rich in heavy metals and
poisons that are difficult to filter out of foodstuffs, and most standing water is similarly polluted. As one might expect, the native life forms
are adapted to each other, but they are nonetheless quite dangerous to many of the galaxy's
other life forms.

System Summary
Little is known of the Kuras system. The white
dwarf star was named Kuras millennia ago by the
Coynites, who could observe it in the constellation Kezz'Sreik'Kuras, "Predator Beast of the
Dusk."

System Datafile
Kuras system, star: Kuras, single white
dwarf star.
No other information available at this
time. Likelihood of habitable planets is low.
Explore at your own risk. Standard rewards for exploration and navigational coordinates are being offered, as per Imperial
Survey Corps docufile XPLR-45.934.R.E.250003.245.

176

The system was one of several systems scheduled to be observed by Republic probe droids,
but the senator sponsoring the follow-up exploration lacked the political backing to force this
appropriation through the Senate, and thus the
system (and many others) remained unvisited.
As a whole, the system has little to offer the
galactic economy. Kuras I is a lifeless rock with a
trace atmosphere. Kuras II is a barren, desert
planet with an unbreathable atmosphere and
two small moons. Kuras III is the world of prime
interest,yet would require intensive terraforming

The Star Wars Planets Collection

.....ITAP~===================================~K::;u~ra:!.s~1II
-WAU

to be made habitable. The Kuras Asteroid Belt is


a thick band of rock, metals and ice that hampers
navigation into the inner portions of the system;
it does have rich potential for mining. Kuras N is
a captured planet, covered with barren rock and
a light frosting of frozen water and methane
crystals.

Roll
Missed By:

1-2
3-5
6--S

9-11
12-14
15+

Kuras Asteroid Belt


The Kuras Asteroid Belt, lying between Kuras
III and Kuras IV, was responsible for the destruction of the Old Republic probe that first investigated the system. To this day, it is a major
navigational hazard within the system.
In order for a ship to get past the belt, the pilot
must make three Difficult piloting rolls (the specific skill depends upon the type of ship being
flown). This represents the eight hours of real
time it will take to cross the belt. This area of
space is so cluttered with debris that it is virtually impossible to plot a hyperspace course that
will bring the ship out near Kuras (suggested
difficulty of Heroic + 10); ships will usually have
to fly through the belt.
If a pilot brings his ship to a standstill while
within the belt, the pilot must make a Moderate
piloting roll to avoid being hit by an asteroid for
every four hours in the belt.
Failure of a piloting roll means that an asteroid
has hit the ship. To determine the damage (in
starfighter scale), find the number of points by
which the pilot missed the roll on the chart
below.
The Star Wars Planets Collection

Asteroid Size
Tiny
Small
Medium
Medium
Large
Very Large

Damage
ID
2D
3D

4D
7D
3D

(capital scale)
Ironically, theasteroid belt is also the system's
richest feature, since many of the asteroids are
rich in ores. For characters to successfully find
valuable asteroids, they need ten minutes to
complete a scan and a Moderate sensors total.

A Hostile World
Kuras III, by Human standards, is a dreary,
overcast world. The dim light of its star and
continual plumes of volcanic dust make the world
perpetually overcast and hazy, The temperature
is generally cool, ranging from zero to fifteen
degrees standard. However, the ever-present
addition of hot volcanic ash to the atmosphere,
mixed with the cool lower layers of the atmosphere, creates dangerous and stiflingly hot wind
storms, which often sweep the world's surface.
Aside from the dramatic temperature changes,
the storms often hurl huge rocks through the air
and uproot what little vegetation there is. Because of these, most forms of life on Kuras make
their homes in the caverns and sheltered valleys
of the world.

177

WARS""""
KK~u~ra~s:..!.!"!.1==================================::;~STAA....

;.;

An Unknown World ...


To: The Senate Committee on New World Discovery and
Exploration
From: Bryn Shal, Head Scientist, Project: Wayfarer, Republic Scout Service
Dear Senators:
Remote probe ZeX555-TR349 was destroyed in route
from Elrood sector to Cegul sector, while surveying previously unexplored systems.
lt is proposed that a secondary automated probe, or
better yet, a manned mission, be sent to Elrood and Cegul
to complete the survey. With the number of sapient species native to the region, this area of space seems to be a
rich spawning ground for new life forms. Further investigation seems warranted.

End Transmission
To: Bryn Shal, Head Scientist, Project: Wayfarer, Republic
Scout Service
From: TheSenate Committee on New World Discovery and
Exploration
. Sir:
Your findings are noted and have been taken into consideration by the committee.
However, as you are no doubt aware, funds for exploration and survey are increasingly difficult to come by. In
light of this constraint, there are many more promising
areas than this one in a backwater corner of the galaxy. At
this time, further exploration of Elrood and Cegul sectors
is unwarranted.
Approval of replacement of destroyed probe will await
final recommendation by Republic Scout Service, Department of Remote Exploration.
End Transmission
Historical Footnote: The first report was but one of
thousands of similar reports that were filed and forgotten.
To this day, no further exploration of the Kuras system was
sponsored.
The largest bodies of water on the planet are
the small inland and extremely deep seas with a
high concentration of minerals and salts. Because of the much cooler temperatures associated with the seas, they are often the site of
extremely violent heat storms. The seas are home
to a variety of marine life, much of it predatory
and dangerous. Because of Kuras Ill's hostile
nature, most life forms are resistant to poisons
and toxins, and many have tough armor to resist
claws and bites. Like the land life forms, marine
life is poisonous to Humans and similar life forms.
There are also many pools and ponds at the
bottom of the canyons. They are less likely to
contain the largest, most dangerous marine life
forms, but there are still many formidable creatures to be found in the murky depths.

178

Dangers of an
Unknown World
An Easy sensors roll will reveal that the atmosphere is type II and the characters should wear
breath masks. II they choose not to, the first thing
they will notice upon entering the atmosphere is
a putrid, organic odor that is almost overpowering. The atmosphere irritates the inside of the
mouth and nose, and leaves a bad aftertaste,like
rotting vegetables. For every half hour of unprotected exposure, characters are required to resist the detrimental effects of the atmosphere,
which is an Easy stamina task. Failing the task
reduces the character's Strength and stamina by
-iD.1f a character loses 2D or more, all other skills
drop by 2D and the character's Move is halved
because the character is so weakened that he
cannot concentrate. If the character's Strength
drops to OD, the character falls unconscious for
ID days. The Strength and stamina return after
two hours of rest with plenty of safe (for example,
purified or non-Kuras) fluids.
Kuras' water is also thick with contaminants
and harmful bacteria. Any character who drinks
this water (even a handful) must make a Moderate
stamina check to avoid illness. If the character fails
the roll by one to five points, the character is
paralyzed with stomach cramps. If the character
fails the roll by six or more points, the character
passes out for ID hours and will become feverish.
If the character fails a second stamina check, the
contaminants kill the character.
Simply boiling the water will not make it saie.
Any water must pass through a complete filtration system (such as those found in survival kits
and ship purification systems) to be safe to drink.
Kuras Ill's plants are just as dangerous: a meal
of berries or vegetables will have the same detrimental effects as drinking the water. Eating one
meal requires a Difficult stamina check. Unlike
the water, the flora and fauna cannot be detoxified for Human consumption, due to the presence of numerous native toxins that are an im-

portant part of the planet's ecosphere.


Standard starship sensors can detect the bad
air and water, but unless the characters have
sensors to scan the food, they will be unaware
that it is harmful. Characters who make Easy
survival rolls are able to guess that the water,
plants and animals are dangerous to consume.
Gamemasters can give a few hints ("the plant
tastes bitter") but should not go out of their way
to warn players of the dangers of Kuras III (unless, of course, one of the characters is a scout
and should know better or has an extremely high
survival skill).

The Star Wars Planets Collection

.....sTAP,Rr:==================================:.~K~u~ra:!:s!..!.!.!J11
-WARS

Landing on Kuras III


There are no starports on Kuras Ill, but there
are a few flat plains areas that can substitute as
a landing field. There is one particularly large
strip that is ideal. Its immense size and the contrast to the otherwise rugged terrain of Kuras III
makes the landing site visible from orbit. Landing
on the strip should be a Very Easy task, unless
the ship is caught in one of the heat storms,
which would increase the difficulty to Moderate
(or perhaps Heroic if the storm was fierce
enough).
Upon disembarking from their ship, the characters should be overwhelmed by the desolate
world around them. Peaks rise several kilometers into the air, and the ground around them is
rough, torn by volcanic activity and blasted by
the immense wind storms. This is a world that
should show nature in its most volatile form.

The Value of Kuras III


If a party of characters manages to do a survey
of the planet, which would take several days,
they will find a modest amount of mineral deposits: kiiral (a component of kiirium) and metarr
(one of the base components of carbon-metar)
are found here in great quantities. While the
world isn't rich, there is certainly enough here
that a small mining company might be interested
in the world.
Otherwise, the world's commercial value is
limited. It would require massive terraforming to

The StarWars Planets Collection

be made habitable, there is no agricultural potential and the world has minimal resources.
However, in time, the characters will learn
that Kuras III offers more than danger. They are
not alone ...

Alien Species
Kuras III is home to two unique alien species: the
Aganof and the Pulras. When the characters meet
the following two species, certain things must be
kept in mind by the gamemaster. These races are
alien. They have never encountered the galaxy at
large and they are very unusual life forms.
Gamemasters should look at the characters
through their "eyes. What will it matter if the
characters point their weapons and threaten the
creatures? Since the creatures have never seen a
blaster, how do they know that these newcomers
(the characters) aren't simply offering them some
new type of food? Since the Aganof depend on
touch and have no sense of sight, consider how
they will approach the situation - they may
come forward with delicate caution, but want to
touch the characters to determine their shape
and size. On the other hand, characters who
extend a hand of friendship could also be misinterpreted. The natives could be thinking, "Why is
that odd creature extending a pseudopod at me?
Does it mean to attack me?"
Both of the sapient species are relatively peaceful. It is up to the characters to convince them of
that they are also peaceful.
n

179

'TAR...
~~u!.!r::!a~S.!I!!".:====================================~
WARS""""

Aganof
The Aganof are a large, androgynous animal
species. They have approximately one dozen
small appendages for movement (the exact number various with the individual), with several
touch sensitive pairs of appendages running along
their bodies. Their backs have heat dissipating
flaps and olfactorysensors on large flexible stalks.
The flaps are also coated with a digestive acid
that is used to break down foods; small mouths
are nestled underneath the flaps. Each end of the
body contains a long, jointed limb that ends in a
shelled claw.
This species lives, works, and breeds in the
damp, cool caves of Kuras Ill. The Aganof must live
in these caves, since only these locations provide
enough moisture for them to survive (they absorb
mOIsture through all of their appendages). They
feed on vegetation, insects and a large variety of
small herbIvores. Aganof reproduce in their cool,
dark caves of their world - they have both male
and female characteristics and lay fertilized eggs.
The Aganof have only the senses of taste,
smell and touch (which is their primary sense).
The Aganof method of communication is by a
combination of creating vibrations with the
shelled claw. The vibrations are modified with a
special organ within the claw called the "sender."
The sender codes the vibrations into a sort of
language that other Aganof can understand.
Nearby Aganof can detect the vibrations and
decipher their meaning (actual distance depends
on many factors, including soil composition and

180

competing vibrations). Like speech, this communication can be perceived by all who are within
reception distance.
. Aganof language is icon-based: recipients get
pictures in their minds instead of words. Thus, if
an Aganof wanted to ask if a character was an
"alien" who came from outer space, the character would get a picture of himself, falling to the
ground (Aganof cannot conceive of the sky), plus
the feeling that the pictures were interrogative.
The Aganof are an intelligent species, with a
society and a culture. All the Aganof born in the
same cave are essentially a tribal unit. The eldest
Aganof is the adviser of the cave-fellows, and
thus his opinion is given more weight than any
others in the cave-unit. The Aganof tribes peacefully co-exist with each other, with inter-tribal
meetings quite common (their purpose being to
share stories, trade knowledge and exchange
tnbe members for mating purposes). The Aganof
have stories, songs, and even a form of art involving the arranging of the dead and decomposing
bodies of their departed fellows.
A favorite Aganof pastime is having philosophical debates and intellectual arguments.
Among the issues debated are what lies above
"the ground" (since their limited senses cannot
detect very much about their world around them;
the concept of space is completely alien to them).
Aganof are tranquil, calm and friendly sorts.
Their society is a peaceful one, and there is not
even a word in their vocabulary for "war." They
understand defense against predators, but not

The Star Wars Planets Collection

--STAPIiI:=====================================:..!:K~u~r~a~s.!/!!"
_AU
organized aggression and murder of other intelligent creatures. Conflict among members oftheir
own species is almost unknown.
The Aganof would have a very difficult time
grasping the concept of the Rebellion against the
Empire. Both the concepts of outer space and
warfare would have to be explained to them.
Even if the Empire came to their world and enslaved them, they would have a difficult time
distinguishing between the Empire and those
who would fight it, possibly meaning that the
Aganof would learn to fear and even attack all
Humans and aliens from beyond their world ...

The Spawning Caverns


This is a series of caverns with rotting subterranean fungi lining a dirt-covered floor. This is
the sacred spot where the Aganof reproduce.
Characters attempting to negotiate the treacherous passageways down are faced with two Difficult climbing tasks. Failure on either one results
in the character falling for 3D damage.
These caverns are the only place where the
Aganof will make an honest attempt at defending
their property. Clumsy Aganof will attempt to
ram invaders with their bulk.

Aganof

The Pulra

Attribute Dice: 11 D

DEXTERITI' 1O/2D
KNOWLEDGE 10/40
MECHANtCAL 10/20
PERCEPTION 10/40+2
STRE!I/GTH 10/30
TECHNICAL 10/30

Special Skills:
Perception skills:
Vibratiun D('lect;on: Aganof use this skill to detect ground
vibrations and determine the proximity of creatures and
beings around them. The difficulty depends on the distance and type of vibration:

Light vibration (such as


made by a small creature)

Difficult

Moderate vibration (such as made


by a creature 20-100 kilograms)

Easy

Heavy vibration (such as made by a


much larger crealure)
Very Easy

Modified by soli:
Loose soil that easily
carries vibration

-5 or more

Packed soil or material that


absorbs vibration

Soils or materials that absorb


virtually all vibration

-5 or more

Dislance:
0--2 meters

3-10 meters

->-5 to difficulty

11-30 meters
31

meters

->-10 to difficulty
+

15 or more to difficulty

They C<1Il also detect air variations, such as temperature


change, movement. and so forth, and thus can sometimes
detect approaching flying creatures, or even sense incoming projectiles and dodge them.
Aganof can also use their hard shells and this skill for
uspeech" through ground vibrations, as naturally as Humans use their mouths and sense of hearing for speech.
Special AblllUes:
Blifldllf?ss: Aganof cannot usee" in the way that Humans
can: they cannot hear in the traditional sense, but they
can detect intense air vibrations. Their prime external
sense is touch and a sensitivity to ground vibrations. By
judging the intensity and frequency of vibrations, in combination with the type of surface they are standing on,
they can detect creatures near them.
Claw: Causes STR.! D2 damage.
Move: 4/6
Size: 1.3-2.5 meters talL 1.5-3.5 meters long

The Star Wars Planets Collection

The second sentient species of Kuras III is the


Pulra, an amorphous life form that roams the
surface of the planet. Pulras are brownish, green or
black, gelatinous and shape-changing creatures.
They have no sensory organs. They have a
highly flexible body structure, allowing them to
assume a countless variety of forms. This is the
evolution of a sophisticated attack and defense
form: they can use this ability to change color and
shape to hide from predators or lay traps for their
prey. They are omnivores, eating plants and small
animals,

Pulras, while most commonly about 50 cubic


centimeters, can reach sizes upwards of 150 liters.
These creatures can also manipulate their genetic
code so that several Pulras can form one entity,
called a "bind."
Pulras' prime sense is a form of sonar: they
broadcast ultrasonic signals, and then determine
their surroundings around them based on the echo
of the signals.
Pulras live in large colonies, normally having
from two dozen to over one hundred members.
Because of their social nature, all Pulras are able to
grasp the concept of teamwork and cooperation.
They react more favorably to other groups of
beings. as this serves as a common frame of reference.
For reproduction, an individual Pulra simply
starts retaining food energy to nourish a new Pulra
growing within its body; it appears to be a form of
fission. Pulras don't fully understand what triggers
the growth of a new Pulra, but they suspect that it
is due to natural biochemical fluctuations.
Pulras, while not perfectly harmonious, generally get along with each other peacefully. All disputes are normally settled by the colony as a
whole. There are few inter-tribal conflicts, but
when they do occur, they are quite brutal. The
Pulras are curious about the Aganof; they know
they are intelligent, but have had no luck establishing effective communications with them.
Their biochameleon process can work on other
sentients: a Pulra can create the form of any ap-

181

-KK~u~ra~sW,!Iff!.:==================================:;:;STAA
WAIU""""
pendage, and within certain bounds, they can replicate the functions of certain mechanisms. For
example, a Pulra could replicate an arm and attach
itself to a Human to serve as a bionetic replacement. However, they couldn't replace someone's
eye because the structure, function and interaction with the body is simply too complex.
Due to theclarityoftheirthoughts, Pulras would
have little difficulty in grasping concepts such as
space travel. They can easily piece together the
theory that if they are on a planet orbiting a star,
then other stars must also have planets, and those
planets must have life on them, and some of those
life forms may have created means to leave their
world. Pulras have no interest in space travel or
technology. The Pulras call their world "Host."

Pulra
Attribute Dice: 6D

DEXTERITY ID/3D
KNOWLEDGE ID/3D

MECHANICAL ID/2D
PERCEPTION ID/3D
STRENGTH ID/2D
TECHNICAL ID/3D
Special Abilities:
Added Strength: Pulra can grow to enormous sizes and can
gain many more Strength dice as a result.
Amorphous: Pulras can change their shape. This process
takes a few minutes. They can form appendages for combat (doingSTR+ ID damage), or other forms for a variety of
tasks (such as turning into a wheel to roll down a hill).
Bind: Several Pulras can join shape to create a larger
creature. Use the "Combined Action Bonus Table" on page
69 of Star War.s: The Roleplaying Game, Second Edition to
determine the bonus for Pulras joining.
Echo Location: Pulras sense the outside world by sonar
echo location at ultrasonic frequencies.
Move: 2/5
Size: 20 cubic centimeters to 150 liters

Flora and Fauna of Kuras III


Bear in mind that the names given to these
creatures and plants are names that could be given
by the characters. Since the two alien species lack
language in the traditional sense, the characters
are likely to be the ones to name these items.

Metalwood
Metalwoods are huge trees that grow to a height
of3040 meters. Their leaves area metallic gray and
their trunks are smooth, dark gray, like sheet metal.
These odd trees grow only where there are ore
deposits underground. The trees' roots actually go
deep into the planet's crust, and tap the ores for
sustenance. With the energy from the white dwarf's
rays, the trees refine the ore and make it into layers
which are used as bark.

Waterfungi
These mushroom-like fungi grow in pools of
shallow water. They live by absorbing nutrients
found in the ground water: clean water is then
released by the fungi as a waste product.
A Moderate survival task will show that the
water flowing past the waterfungi is clearer and
cleaner. It only stays clean for a few minutes before
thoroughly mixing with the rest of the dangerous
(to characters) water.

Infectious Moss
This sickly fuzzy moss is a disgusting swirl of
green, gray, and tan. This moss clings to living
tissueand multiplies quickly. Characters who touch
the moss with exposed flesh must make a Moderate stamina roll or be infected with the moss. Once
on the characters' skin, the moss will begin to feed
off the characters' natural body minerals. Each
day, the character must make a Difficult stamina
roll or lose 10 of Strength. Once the character is
down to DO, he dies from the infection. Curing the
infestation is a Difficult medicine task, or a Heroic
first aid task. Only one attempt of each skill can be

182

The Star Wars Planets Collection

.....srAIiP~================================:!K~u~ra~s:..;f!!!"
-WAPi

done per day per infected victim. The Aganof


actually savor the moss as a delicacy and will eat it
off a character if given permission.

_ Hairy Savages
Type: Violent anthropoid species
0EXTERJ1Y 50

Brawling parry 60. dodge 60 .. 1, melee combat 70, melee


parry 60 .. 2, running 50. thrown weapons: rocks 60+ 1
PERCEPTION 20
Hide 40, search: track 50.. 1. sneak 60
STRENGTH 50
Brawling 70. climbing/jumping 70, lifting 60.. 2, stamina
60+2, swimming 60 .. 1

Move: 10 (walking). 12 (travelling through trees)


Size: 1.7-2.2 meters tall
Equipment: Throwing rocks (STR+ID). stone knives
(STR.ID). sharpened slicks (STR.20)

Capsule:These large anthropoids are savage predators and possess rudimentary intelligence. They
can formulate simple tactics and use primitive tools.

The savages are foul-tempered brutes, who, though


they hunt to survive. still seem to take an unusual
amount of pleasure in inflicting pain on theirquarry.
The creatures live in the trees, plants and caves of
Kuras III, and feed on both the Pulra and Aganof.

They will attack any characters who visit the world.

_Wild
Type: Dangerous grazing animal
0EXTERJ1Y 40
Dodge 6D+2. running 8D+-I
PERCEPTION 3D
Hide 6D+2. sneak 6D+ 1
STRENGTH 20
Brawling 4D. stamina 4D
Special Abilities:
Fangs: Do STR+ 1D damage.

The Star Wars Planets Collection

Newborn.- Newborn wilds get +2D to Strength. brawling and


stamina.
Move: 13
Size: 1.5 meters tall at the shoulder. up to 2.5 meters long

Capsule: Wilds are another creature named by the


Aganof and the Pulras. Adult wilds are calm herbivores that graze on the plants and fungi of Kuras III.
The creatures get their name "wilds" due to the
birth process. The wilds have three genders. The
male and female each deposit their genetic codes to
the third sex, called the carrier. The young gestate
in the carrier's womb. At the time of birth. the litter
of eight to twelve young goes into a frenzy and the
newborns burst their way out. The newborns then
consume the carrier. allowing them to survive for
an extended period without having to graze and
travel. For the first few months of life, the sexless
newborns are in a feeding frenzy - they will attack
any creature. They consume immense quantities of
food. and rapidly grow to adulthood. Upon reach
ing adulthood, the wilds take on their sex characteristics and become calm, grazing herbivores.

_ Quicl<er
Type: Flying omnivore
0EXTERJ1Y 40
Dodge 60, flight 6D
PERCEPTION 40
Search 7D
STRENGTH 40
Brawling 6D+ I, lifting 7D. stamina 6D
Special Abilities:
Beak: Does STR +1D damage
Tuloll."'- Do STR +- 20 damage
Move: 14 (flying)
Size: 2.0 meters long. 4.5--meter wingspan

183

~K:u~ra:S~I ~1::::~==============================:!

WAIU""""
STAR...

I'"

'''

Capsule:
The (it
qUicker is a IIymg
. species so named
by the Pulras

form they haveser;:~:;f~icke: tha~ any other life

who inhabits the hig~'

e qu~cker IS an omnivore

tends to come down mountams of Kuras III, but


Most qUickers are noc~~r~~ lowlan~s to find food.
a sinister green as they fl an~ their eyes glimmer

y at mght.

Adventure Idea
This is the typical rna
through the asteroid bel;~~ne~setting. Coming
, e c aracters' ship is
damaged, requiring
After landin the an emergency landing.
ate surrOUndi;gS r~;:S~~XPlo:e their immediplies in order to ;tay ali~e. e ship, and get sup-

Adventure Idea
An Imperial Scout ves I'
secret base on Tifnyl an;~ IS ~rac~ed leaving the
of the Kuras III system TheEeadmgm the direction
to the unexplored I'
mpIreIS sendingaship
characters alter th~~et. T~e Rebellion sends the
the ship but not to reve~~eIr
.mstructs them to tail
the scout ship reache 't d pres.ence until after
The Imperial shi SIS estmatlon.
preliminarySensor~:,~~I~~~nKuras III and begin
Will be spotted. There ~. ePu~rasandAganof
confrontation in stor h s a possIble three way
ters, the Empire and ~h ere ?etween the charac,
e natIves of Kuras lll.

184

... "",,"'~

Adventure Idea
Radell Mining Cor h'
look fornew ore depo~:t Ires the characters to
d
to Kuras system. Impe:i:i ~~ .orders them to go
always keen to stay h d nmg, Ltd., however,
will send out some m~ ea of the ,:,ompetition,
mercenaries have b rcenanes of ItS own. The
explorers from other ~~':nmst~ucted to kill any
ore deposits.
pames and to find new

Adventure Idea
While lying over at Lanth
counters a grizzled
rym, the party enscout ship. The man hProspector and his small
a new discove an as apparently stumbled on
asteroids, lad~'witahste.rOld belt with a few large
H
mmeable ores
e wants to go back th
.
anyone who is willing t r ere, but cannot find
coordinates on his n 0 Isten to him. He has the
If the characters t~~ computer, ready to go.
then other people wille al~ mterest in the man,
f
people on Lanthrym .~ ow theIr lead. Many
something until so WI not show mterest in
eone
first. Once someon:
~lse shows interest
hOWS
mterest, they rationalize, that "someone7.
rest of the people on ~~~~~owsomething the
Thus, everyone will
rym do not know.
Crime bosses m'!OW want to get involved.
Empire will seek to ~~:~e com~anies, and the
even possible that ~he 1~lved 10 thiS affair. It is
and asks the chara t 0 prospector is killed,
c ers to carry on for his sake.

The Star Wars Planets Collection

.....ITAA
..~==================================~K~u~ra~s~f11
_AU

Adventure Idea

Adventure Idea

An Imperial vessel, preferably a freighter or


even a small troop carrier, broadcasts a distress
call. They are in the Kuras system, where they hit
an asteroid while going through the field. The
ship managed a crash-landing on Kuras III, but
they need spare parts for repairs.
The twist is, the distress signalis garbled, with
some words missing. Thus, the characters have
no idea that this is an Imperial ship. Since the
vessel is broadcasting the distress call on all
bands and not just Imperial frequencies, there is
no evidence to link the ship with the Empire.
There is lots of opportunity for combat as well
as exploration. A suggested twist is for the Imperial crew to have already made first contact with
the native species, but, failing to realize that the
two species are sentient, opened fire on the socalled horrible creatures.
This fact can be divulged to the players or
withheld. If withheld, it will mean that when
either the Aganof or the Pulras meet the characters, the species may assume the characters are
also hostile.
Imperial opposition should consist of a crew
of six, and possibly a dozen stormtroopers. And,
of course, the Empire may have picked up the
signal and sent its own rescue ship.

A band of pirates (possibly Dorok's men,


Laerron Woern's pirates from Wanted byCracken,
or Thalassian slavers from Galaxy Guide 9: Fragments from the Rim) has discovered Kuras III and
decided to establish a base of operations on the
distant world. They selected Kuras III because it
is unknown: a perfect secret base location. They
have also discovered the native species of the
world and enslaved them. The pirates force the
sentients to perform hard labor for them, and
upon discovering the Pulras' shape-shifting abilities, have begun selling them.
The characters happen upon the pirate camp
when they either follow a pirate ship to the
system, are contracted for a delivery to a pirate
ship in open space and the ship brings them to
Kuras, or the characters are captured by the
pirates and brought here as more slave labor. If
enslaved, the characters might even learn that
some Imperial soldiers or citizens have been
enslaved, and this gives the characters an opportunity to work closely with some Imperials - a
chance to recognize the humanity of the Imperials or possibly sway the Imperials to the side of
the Rebellion. The characters have a perfect
opportunity to incite a slave revolt and teach the
natives that not all olf-worlders are evil.

The Star Wars Planets Collection

185

;A~lg~a~r~a~l!!.f==================================:::;~'TAA...
WAIU""""

Aigara II
Aigara

Krizzin
Algara v

Type: Temperate plains

AJgara VI

barren rock
gas giant
gas giant

Temperature: Temperate

Atmosphere: Type I (breathable)


Hydrosphere: Moderate
Gravity: Standard

World Summary

Terrain: Forest, plains, mountains, urban

Length of Day: 24 standard hours


Length of Year: 360 local days
Sapient Species: Humans, Xan (N)
Starport: 1 Imperial
Population: 1 billion
Planet Function: Homeworld, tourism
Government: Self-perpetuating bureaucracy

Tech Level: Space


Major Exports: Precious minerals, weapons, intoxicants
Major Imports: Manufactured goods, luxury items

System: Algaran
Star: Algar (yellow)
Orbital Bodies:
Name
Planet Type

Moons

Kerilt
Aigara II

steaming jungle
terrestrial

Tonder

volcanic

System Datafile
Algaran system, star: Algar, yellow sun. Six planets in
system, four can sustain life in some fashion. Algara II,
otherwise known as Algara, main system planet.
Algara is a bustling planet, especially the capital city of
Algarine, site of the starport. Many hard to find goods and
services may be purchased in Algarine. Algara is a member
in good standing of the New Republic.
TRAVELLER'S ADVISORY: Algara is governed by a huge
and complex bureaucracy. Be prepared to answer a number of questions and payout a significant sum in credits.
Thosewhose business concerns stretch the limits of legality may wish to avoid Algar.
"During your visit to our fair planet, won't you consider
spendingsome ofyourtime and credits atthe Club Prosperine,
Algam's most exclusive resort? It has everything an off-world
guest would ever want! Stop by today!"
(The preceding message was paid for by the Algara
Bureau of Tourism, the Algara Board of Interstellar Promotions, and the Algara Board of Off-Worlder Affairs.)

186

o
o

14

The planet Algara is located in a star system


well away from Imperial space. As the Algaran
government supports the New Republic, this
distance has proven to be a boon to the population. Algara boasts three continents, the main
one being Kreesis. This continent features the
planetary capital, Algarine.
Algara's major industries include mining, weapons manufacturing, and the distilling of liquor.
Several large, well-known corporations have
branch offices here. Algara depends on a heavy
volume of business to stay healthy.
All of those credits that Algarians earn in
industry go toward importing luxury items as
well as manufactured goods. A free-trader can
earn a healthy income by dealing with the
Algarians, provided he has infinite patience, for
the local bureaucracy is notoriously labyrinthian.
Algarian society is constructed around a rigid
class structure, which has led to the formation of
a pro-Imperial resistance group among the disenfranchised.

System Summary
The Algaran system is located well within the
New Republic's sphere of influence. Its yellow star,
Algar, boasts no unusual features.
The first planet, KerHt, contains a breathable
atmosphere and is suitable for habitation. The
dense jungles and stiflingly high humidity make it
a daunting place nonetheless. Actual colonization
has not yet begun.
Algara II, also known as Algara, is the main
planet in the system.
Tonder, the third planet, is an unstable volcanic
world. Scientists speculate that once it cools down
(expected to occur sometime in the next 3,000
years), it could be a viable colony world. There is
currently a struggle between the Algarian Bureau

The Star Wars Planets Collection

~~~~====================================~A1~g~a:!!r:a!.I~I

of Planetary Colonization and the Bureau of Volcanoes over which has jurisdiction on Tonder.
Krizzin, the fourth planet, is barren rockwith an
atmosphere, though remote probes have discovered the existence of underground mineral deposits. AIgara V and VI, a gas giant and an ice ball
respectively, are considered useless.

AJgara
The planet AIgara has normal seasonal variations. Springs are wet and windy, summers hot
and humid, and winters are cold, with significant
amounts ofsnowfall. Summer temperatures reach
25 degrees Centigrade at their zenith, while winter temperatures can drop as low as 15 degrees
below zero. .
Algara has four moons, all of them home to
lunar settlements managed exclusively by
AIgarlans. The satellites are, from largest to smallest, Tallakron, Radeon, Omakaton, and Kevron.
Tallakron has a military outpost, Radeon and
Omakaton have mines, and Kevron has an astronomical research station.
AIgara was settled by Humans hundreds of
years ago. The AIgarians have standard Human
statistics and no special abilities.

A1garian Society
The words "nightmare bureaucracy" immediately spring to the minds of most free-traders
when the planet AIgara is mentioned. AIgara has
rules, regulations, and forms governing every
conceIvable thing and activity on the planet.

The Star Wars Planets Collection

The following paragraphs describe the typical


routine that most off-worlders have to go through
In order to set foof on AIgara, no matter their
intent:
1. The ship enters the AIgara system and is
notified that It must remain in orbit until a customs officer can board and inspect it. In the
meantime, the pilot must fill out an Off-Worlder
Visitation Intent data disk, which requires the
following information: names and planet of origin
of all crew, name and type ofship, whereshipwas
registered, last planet visited, current cargo
manifest, and intentions while on AIgara. Of
course, there is a 10 credit filing fee. While the
pilot is filling this disk out, the customs officer
and four troopers come aboard and inspect the
ship for contraband.
2. Upon successful completion of search, the
customs officer .takes the O.V.LD.D. from the
pilot, scans it, then gives the pilot a,n Inspection
Clear chip, which certifies that the ship is authorized to land. There is a five credit filing fee.
3. Once the ship lands, the harbormaster asks
the pilot to initialize a Ship Damage Waiver disk,
which absolves the starport of any responsibility
for anydamagetheshipmightsustainwhiledocked.
4. Leaving the starport docking area, the characters move into the personal customs area,
where they must fill out a Weaponry Declaration
disk. These data disks must list each weapon that
each character has. Proof of licensing must be
furnished, or the weapon is confiscated.

187

"A~lgil;a~r~aW'!!.I==================================:::;i:iSTAR...
WARS""""

5. Once the WDD is filled out, the characters


must purchase a Native Weaponry License for 10
credits. This permits them to carry weapons
while on Algara.
6. Having done all this, characters interested
in trading must file for a Domestic Business Permit, which allows them to buy and sell items in
bulk. Cost of the permit is five percent of the total
value of the goods to be imported or exported.
7. Finally, regardless of why they came to
Algara, they must pay a 25-credit Visitor's Tax,
and are then given their Algarian Visitor Identification chip.
8. Of course, if the characters are bringing
droids onto the planet, they must file for an
Immigrant droid chip for each, specifying model,
make, and what skills and attachments it has.
Each IDC costs five credits, and the droid is given
a small bolt marker which classifies it as a legal
visitor to the planet.

Algarian Social Structure


Algarian society is divided into several sharply
defined classes. The upper classes get the best
services, prices, seats on transportation, etc.
Marriages between members of different classes
are forbidden, and all Algarians and Xan must
wear badges identifying their rank in the society.
Members of the lower classes are required by law
to defer to their "betters."
The Algarian social classes, in order, are:

188

The Gentry: Wealthy landowners, corporation


owners - the rich and powerful.
The Bureaucracy: Upper middle-class Algarians
who manage government agencies. The Bureaucracy works closely with the Gentry in setting
Algarian policy.
The intelligentsia: People of means who serve
as scholars, professors, scientists, doctors.
The Belligerency: Members of the military, regardless of rank.
The Prosperines: Business executives, and
people who work in non-physical occupations
(computer programmers, bank tellers, customs
officers)
The Talents: Skilled laborers, regardless of profession.

The Domestics: The servant class, employed by


members of the Gentry, Bureaucracy, Intelligentsia, Belligerency and Prosperines.
The Drones: Unskilled laborers, grunt workers,
regardless of profession.
The Mechanicals: All droids.
The Flotsam: Beggars, the insane, and the
unemployed.
Xan are not allowed to ascend beyond the
level of Talent. The vast majority are Talents,
Drones and Domestics.

TheXan
The Xan are native to Algara. They are hairless, slender humanoids with large, bulbous

The Star Wars Planets Collection

~~~"F==============================~A~lg~a~r~a.!!"
heads. Their height averages between 1.5 and
1.75 meters. Skin coloration ranges from pale
green, to yellow to pink. Their eyes have no
irises, and are big, round pools of black. Xan
faces do not show emotion, as they lack the
proper muscles for expression.
The only pronounced difference between Xan
physiology and that of normal Humans is their
vulnerability to cold. The Xan cannot tolerate
temperatures below one degree Centigrade. When
the temperature ranges between zero and minus
ten degrees Centigrade, Xan fall into a deep sleep.
If the temperature goes below minus ten degrees,
the Xan die. As a result, most Xan live in the
equatorial regions of Algara.
Like most sentients in the galaxy, the Xan are
emotional beings. Their code of behavior is very
simple: do good to others, fight when your life is
threatened, and do not let your actions harm
innocents.
Life expectancy among the Xan is roughly 80
years. Xan births are single-offspring, and a female Xan can give birth between the ages of 20
and 50. Unfortunately, the Algarians strictly regulate the number of children Xan women can bear.
Centuries of Algarian domination has resulted in
the virtual extinction of the Xan culture. What
little remains must be practiced in secret, in
small private gatherings. Unfortunately, most
Xan have never heard the history of their people.
Instead, they are fed the Algarian version of
events, which speaks of Xan atrocities against
the peace-loving Humans.
Most Xan can speak Basic as well as their own
native sign language. A small percentage of the
Algarians are also trained in the Xan language, to
guard against any attempts at conspiracy among
the lower classes.
The Human colonists' advanced technology
allowed them to quickly dominate the Xan, a
condition that has prevailed for 400 years. The
vast majority of Xan are classified as Drones,
doing unskilled, menial work.
Their status as second-dass citizens has turned
the Xan into a sullen race. They do the work
required of them, no more, no less, and waste no
time in complaining about their lot. They do, however, nurse asecret sympathyforthe Empire. Most
believe that the freedom the New Republic gives
each planetary government to conduct its affairs in
its own way is tantamount to a seal of approval for
Algarian oppression. The Xan do not believe that
their lives could be worse under Imperial rule, and
believe the Empire might force the Algarians into
awarding the Xan equal status.
The Xan are forbidden by Algarian law to travel
into space. The Algarians do not want their image
to be tarnished in any way by Xan accusations.

The Star Wars Planets Coliection

.Xan
Attribute Dice: 12D

Attribute Minimum/Maximums:
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special AbillUes:
Cold Vulnerability: Xan cannot tolerate temperatures below one degree celsius. Between zero and-IO degress, Xan
fall into a deep sleep, and temperatures below -1 0 celsius

kill Xan.
Move: 6/8
Size: 1.5-1.75 meters tall

Algarine
Algarine is the sprawling capital city of the
planet, and home to one of the most complex
bureaucracies in the galaxy_ A monorail line connects Algarine with the other major cities on the
continent, Tivin and Benis, as well as to Club
Prosperine.
Algarine is home to 20 million beings, plus an
additional one million visitors from off-world. It
is a bustling citywith well-stocked shops, crowded
entertainment centers, humming factories, and
traffic-clogged streets. It is a city in motion.
It is difficult to point to one single Algarian as
the head of the planetary government. Each as-

189

WARI""""
"'.!ll2!::!.!!.::================================~STAR

~Igara 1/

pect of life has its own bureau. All of these


bureaus in turn are overseen by the Bureau of
Revenue, which collects taxes and tariffs and
allocates them as the need arises, within pre-set
limits. The Bureau of Revenue may sound like it
enjoys a certain amount of autonomy, but it is
actually composed of one member from each of
the other Bureaus, all of which still have authority over their representative.
A number of corporations have branches in
Algarine, including Algar Mining (a frequent target of sabotage by the Imperial Resistance);
Feduch Importers, believed by the New Republic
to be a front for a lucrative smuggling and slaver
operation; Prosperine Entertainment and Distilleries, operators of Club Prosperine; and Kexeerian
Blasters Technology.

Algarian Law
Algarian law is enforced by on-planet security
forces as well as a small space fleet, based in
Algarine. The fleet is composed of a military configuration CoreIIian corvette named theBureaucrot's
Triumph, and a dozenZ-95 Headhunterstarfighters.
Captured smugglers and pirates have their cargoes and ships seized, and a fine of 10,000 credits
levied against them.
Off-worlders who fail to correct proper data
are fined 10 times the amount of the standard fee,
or 100 credits if the diskwork did not require a
paid fee. Second offenses double the fees. Third
offenses triple the fees. A fourth offense leads to
the character being banned from Algara.

190

Club Prosperine
The largest resort on Algara, Club Prosperine
charges 500 credits per night, meals included.
Here, Algarians and off- worlders alike may rest,
play, eat, and sleep to their hearts' content.
There are sports facilities, casinos, cabarets,
electronic games of amusement, several fine restaurants and cantinas, and even a service that
matches up single visitors with each other, based
on gender, interests, and species.

Everything in the Club Prosperine screams


the word "luxury." Guests are waited on hand
and foot. Exotic foods and drinks from all over
the galaxy can be found here.
The grounds of the Club Prosperine are surrounded by a power fence to keep out, as the
club's owner calls them, "undesirables." Droids
are prohibited from entering the Club.
The Club Prosperine is owned and run by DeIIin
Sorth, a smarmy, fawning, weasel of a man from the
Prosperine social class. He also serves as CEO of
Prosperine Entertainment and Distilleries.

The Imperial Resistance


With cells located in the cities of Algarine,
Tivin, Kaul, and Tauve, the Imperial Resistance is
well-entrenched on Algara. Currently, the Resistance numbers 69,000 members, of which 40,000
are Xan and 29,000 are Algarians. The vast majority of the Resistance members hold normal jobs
based upon their various social classifications.
The Resistance is made up mostly of Talents,

The Star Wars Planets Collection

W':~;::==============================:..!:A~lgi!:a~ra~1I

ALGARA II DIAGRAM

Club Prosperine

.,

Stadium

................................................................................ ... Electric Power Fence

Cabaret

Gate

Health Club

.. .'"
,,"

Drones, Domestics and some Flotsam.


Both Human and Xan Resistance members
participate in attacks on symbols of the existing
system. The Resistance goes out of its way not to
injure innocents, meaning anyone who is not a
Bureaucrat or a Belligerent. Targets of sabotage
have included the robotic-<lriven industrial plants,
the monorail to Club Prosperine, and military
installations.
The Resistance often sends pirate broadcasts
out to the populace, encouraging them to rise up
and revolt. Unflattering anti-Bureaucratic graffiti
finds its way on to prominent walls in thestarport,
for all off-worlders to see.
Cells of Resistance members meet in secret
locations in their respective cities. A city may
have up to 50 cells - Algarine has 220. Most of
the time, the members of one cell do not know the
others, for the sake of security.
The Algarian Bureaucracy has labelled the
Resistance "pro-Imperial terrorists," and to a

great extent, this description is apt. But the simple


truth is that the Resistance has the right idea
about the problems on Algara, but are looking to
the wrong side for help. The government, mean-

The Star Wars Planets Collection

. ..

.",0. Administration

",.

Building

Restaurants

while, is backing the right side, but for all the


wrong reasons. The Algarians have embraced
the New Republic because it lets them run the
planet the way they want to. Despite the fact that
their Bureaucracycrushes the people into astate
of near- helpiessness, they are intelligent enough
to know that if the Empire moved in, the social
structure would crumble, and all their privileges
would be lost.
Both the Imperials and the New Republic remain unaware of the existence of the Imperial
Resistance on Algara.
The Imperial Resistance is run by an ex-Belligerent, Onstruk Don, who has grown weary of the
class system on Alagara. Angered by the way the
Xan were treated, he made an effort to win their
trust and has trained many of them to the point
where they are a marginally effective guerilla
force. ([he Bureaucracy's official announcement
was that Don was kidnapped by the Resistance
and is being held hostage.)
Onstruk Don, Leader of the Imperial
Resistance
Type: Human Revolutionary

DEXTERITY 3D

191

~-Al~qil:ai!.!r~a.!I!.:'================================::::;;~ITAA
WARS""""
Blaster 60, blaster: blaster rifle 50, dodge 60, melee
combat 70
KNOWLEDGE 3D
Scholar: Aigaran history 80, streetwise 90, value 70+2
MECHANICAL 3D
Repulsorlift operation 70+ 1
PERCEPTION 3D
Bargain 60+1, command 90, hide 60, search 70. sneak 80
STRENGTH 3D

Stamina 40
TECHNICAL 3D
Computer programming/repair 40, demolition 80, droid
programming 30+2, droid repair 40+ I, first aid 50, security 70

Character Points: 10
Move: 10

Equipment: Blaster pistol (40), comlink, vibro-blade


(STR+ 10+2), medpac, pocket computer, explosive charges
(50), standard detonators, glow rod

Capsule: Onstruk Don was a Belligerent, enlisting


as an officer and rising through the ranks to achieve
the ~ankof colonel. He grew disgusted with the rigid
social system and the injustice theXan had to suffer
through, and thus he arraned his own disappearance. He contacted the scattered and disorganized
~esistance, and eventually brought them together
mto an effective unit.
. ~on is a.man of compassion with a hunger for
Justice. He IS a brilliant tactician and an expert in
demolitions. His hatred of the Bureaucracy and
passion for change on Algara have blinded him to
the true evil of the Empire.
He is asolidly-built man with silver hair and a lew
wrinkles. His eyes are icy blue and his jaw is square
and firm.

Dhislugs
Dhislugs are huge, slimy creatures with twin
antennae on their heads (which serve as primary
sensor organs). They have eyes, but they are
virtually useless. Their sale other "facial" feature
is a toothless maw. Dhislugs can grow to a length
of four meters, although most are in the three
meter range.
Dhislugs enjoy damp, dark areas. They congregate in colonies of up to 10 in the sewers and
waste disposal pits of A1garine and other cities.
They emerge only at night, using acid secretions
to melt their way through gratings. They will
rarely venture far from these openings, crushing
the first prey they spot and dragging it down for
a feast. The Bureaucrats have blamed the damaged sewer accesses on everything from natural
erosion to terrorist activity by the Imperial Resistance. Algara's urban areas, specifically their
underground waste disposal systems, have become home to the dhislugs. Thus far, its victims
have primarily been Xan living in poorer areas
limiting the amount of attention the proble~
receives. However, a Bureau of Algaran Gastropod Mollusk Research has been formed to study
the problem.
Dhislugs need to feed at least once a week to
remain healthy. They are strict meat-eaters, but

192

not picky, attacking almost any creature that


wanders by. They attack bywrappingthemselves
around their prey and either crushing it to death
or burning it with the acid they secrete from
special glands. While not armored, a dhislug
body's natural resilience does provide some protection against physical (non-energy) weapons.
.Dhisfugs
Type: Predatory Slug
DEXTERITY 3D
PERCEPTION 2D

Sneak 30
STRENGTH 5D

Special Abilities:
Armor: -+ 10 to Strength against physical attacks
Constriction Attack: STR-+20 damage
Acid: 50 damage
Move: 3
Size: Up to 3 meters long
Scale: Creature

Adventure Idea
The New Republic hires the characters to run
some data to A1gara fl. This simple hook gets the
characters to the planet. The New Republic will
warn the characters to make sure that their
diskwork is in order.
At some point after the characters' ship has
landed but before they disembark, the Imperial
Resistance, which has found out about the data
shipment, will raid the vessel and try to steal the
information.

Adventure Idea
The characters are supposed to meet a fellow
off-worlder New Republic representative at the
New Republic Cantina in Algarine. As the characters approach the cantina, their contact staggers
out of an ally and collapses at their feet, dead.
The characters only have a few minutes to
search his body before the police arrive and, of
course, the characters will have to answer lots of
questions if they are found by the body.
The victim died of a vibro-blade wound. There is
nothing on his person except his Visitor Identification chip, which indicates that he was staying at the
Club Prosperine and that he owned a droid.
When they arrive at the club and check out his
room, they find a group of Xan and Humans going
through the room, searching for something. What
has happened is that the New Republic representative has been conducting his own investigation
and has discovered the true nature of the situation on this planet. He recorded it all on his 3PO
protocol droid. The Imperial Resistance thought
he was a spy and had him killed. They are now
searching his room for the data he gathered
believing it to be incriminating evidence against
their movement.

The Star Wars Planets Collection

~~~"~==============================~A~lgiZ:a~r:.a..!!1I

The droid, in the meantime, has taken the


monorail back to the Algarine starport, awaiting
the passenger ship that the agent had booked
passage on in order to leave the planet.

The Star Wars Planets Collection

The ideal outcome of this adventure is the


characters' finding out the true nature of the
Resistance, while not getting killed by them, as
well as avoiding arrest for the agent's murder.

193

AA.!t!::ra:!!k~ei!n:!..:====================================::::;~STAR...
WAIU""""

Atral<en
Atraken
Type: Desolate Wasteland

Temperature: Cool
Atmosphere: Type III (breath mask required)

Hydrosphere: Arid
Gravity: Standard
Terrain: Wasteland
Length of Day: 20 standard hours
Length of Year: 304 local days
System: Kattellyn

Slar. Kattellyn (yellow)


Orbital Bodies:

Name

Planet Type

Kronas
Atraken
Trilos

desolate searing rock


desolate wasteland
barren mining satellite

Moons

o
3

World Summary
The planetAtraken is the primaryworid of this
system. Atraken is a wasteland, ravaged by the
Clone Wars to the point of irreparable ecological
disaster. The planet has been totally written off
the world logs as a place for visitors to travel and
trade.
However, what the overwhelming majority of
the galaxy is unaware of is that a small segment
of the Atraken population escaped the conflict
and fled by ship to Trilos, one of the three moons
of Atraken.
Now miners and colonists dwell in pressurized shelters above and below ground. Most of
System Datafile
Kattellyn system, star: Kattellyn, yellow sun. Two planets, Kronas and Atraken. Atrakenite mining colony on
Trilos, primary Atrakenite moon.
ALERT: RESTRICTED SYSTEM! The population of the
planet Atraken was decimated during the Clone Wars.
There is no one left on the planet to trade or interact with.
Possible hazards include biochemical weaponry residue,
unexploded ammunition, and other sustained environmental hazards. This system is dead and off-limits to all
personnel.

194

the ores they mine are processed on the planetoid itself and used to expand the colony. In
essence, it is a self-sustaining world.
Standing water is found in underground
springs, and massive hydroponic and fungal gardens provide nutrients.
The Atrakenites have, in the last few years,
begun making salvage runs back to their home
world.

System Summary
The yellow star Kattellyn has only two planets
in its system - sadly, both are dead. Kronas is a
ball of searing rock that orbits much too close to
the sun to ever sustain even the tiniest shred of
life. Atraken is a bombed-out husk, a poisoned
legacy of the Clone Wars.
Atraken has three moons, Trilos, Doulos, and
Mrykos. Only Trilos is capable of sustaining life
of any kind, and it is here that an Atrakenite
mining colony was set up several years before
the Clone Wars erupted. Atrakenite refugees
made their way here and have bolstered the
population to its current level.
The Kattellyn system is on a well-travelled
trade route, but the disaster of Atraken is common knowledge to most spacefarers. Knowing
the details of the catastrophe is an Easy planetary
systems task. Those traders who have, largely by
accident, discovered the Atraken settlements on
Trilos have seen their tales dismissed as fantasy
in other parts of the galaxy.

Atral<enite Society
This is a survivor-based society, a society
built on a sadness that has not yet gone away.
This, combined with the stark and gloomy setting of Trilos, makes for a somber people that
seem to have little time for leisure or laughter.
The Atrakenites are a stubborn lot, and they
have chosen as one people to stay in their system
and try to honor the memory of their dead by
rebuilding their society. In a way, it is a form of

The Star Wars Planets Collection

.....srAA
..~==================================~A~t!:ra~k~e~n
-WARS

penance. Many of the refugees are still suffering


from survivor's guilt.
There is only one distinction made in Atrakenite
society, that which exists between the descendants of the miners and the descendants of the
original refugees. Neither group has dominance
over the other, and marriages and the like are
certainly permitted between the two. The
Atrakenites maintain the largely ceremonial division simply as a way to remember their heritage
and to keep their history alive.
The professional organization called the
Atrakenite Guild of Miners runs the day-t<HIay
affairs of the planetoid. When the refugees first
came to Trilos, it made sense that the miners
were the ones to set up a functioning government, since it was they who knew the planetoid
well. The organization is headed by an eightmember Mining Council, which consists of the
descendants of six mining families and two refugee families.
The destruction of their planet has given the
Atrakenites a strong streak of non-violence. They
have become outright pacifists and will not attack another creature unless their lives are directly threatened and there is no other alternative available. Some of the traders who have
landed on Trilos and spoken about the EmpireNew Republic conflict have been surprised by
the Atrakenite reaction. The Atrakenites do not
want anything to do with either side. They do not

The Star Wars Planets Collection

care who runs the galaxy as long as they can be


left in peace and allowed to rebuild their own
shattered lives.

Starport Touchdown
This is a limited services starport, formerly
used as the main starport in the pre-Clone War
days. Now, it lies mostly unused. Most of the
spacecraft used to evacuate Atrakenite survivors have been disassembled, and only two craft
remain.

The two surviving craft are light freighters, the


Atraken Hope and the Atraken Memory. Only the
Atraken Memorystill functions, while theAtraken
Hope is now used for spare parts to keep the
freighter working. Unfortunately, the Atraken
Memory is currently under repair.
One interesting bit of salvage from post-Clone
War days that drifted into the system was the
battered hulk of an X-wing fighter, obviously
battle-damaged as a result of a run.-in with Imperial forces. Though the pilot was dead, the R2
droid still functioned. Using their resourcefulness, and dumping the memory banks of the R2,
the Atrakenites have managed to build other P?
units.
The X-wing now sits on the runway of the
starport, unable to be completely repaired due
to the lack of certain key parts. The Atrakenites
are willing to trade it for needed goods, but the
value of what is offered must equal at least half of
the price of an X- wing.

195

A
"~tr~a!.!k:l:e:!:n!.:==================================~'TAA...
:.
WAuIn order to repair the X-wing, the characters
need to purchase spare parts found only at stellar class starports and costing 50,000 credits.
Once this is achieved, repairing the ship takes
two weeks and is a Difficult task.

New Atraken City


The word "city" is a slight misnomer, as the
population of New Atraken hardly qualifies the
site for such a classification. It is located half a
kilometer below the lunar surface and connected
by access paths to the starport.
It was, at one time, a tiny community, populated by miners and their families. Once the
refugees from Atraken arrived, the little mining
village had to be expanded to fit everyone. Current population stands at 40,000.
The city has two cantinas, the Last Resort and
the Downside. There are no hotels, casinos, or
restaurants here. Thecantinasaretheonly places
where the people of Atraken{frilos can go to
rest, drink, and exchange news.
The citizens of New Atraken City live in modular apartments grouped together in building co'nfigurations.
The city is connected by a subway to the Old
Mine. The trip takes two hours, and a train leaves
every hour on the hour. The subtrans is doubletracked, so that trains going back and forth
present no problem. There are no other stops on
the route.

196

Current Mines
The Atrakenites have begun new mines. Each
one is set in one ofthe big craters in the planetoid's
western hemisphere. Travel to these mines is
accomplished using pressurized landspeeders
and ore barges.
Each mine has a pressurized dome with sleeping facilities for 180 workers. The mines are very
productive, and there are even plans for expanding the subtrans to reach each of them, once
enough raw material has been mined, refined,
and made ready to use.

The Old Mine


Located one kilometer below the surface, this
huge cavern (10 kilometers long by six kilometers
wide) was the first mine established by Atraken.lt
has since been played out, and now houses the
Atrakenites' manufacturing equipment.
The Old Mine also hosts a community now,
composed of the laborers charged with constructing most of the goods. Current Old Mine
population is 10,000. The community has one
cantina, also called the "Old Mine."

The Ee
The Ee are a species of small worms native to
Trilos, not more than six centimeters in length.
Ee coloration is grey or tan, with a darkened area
marking the location of their heads. The moon
Trilos is infested with Ee, who enjoy burroWing

The Star Wars Planets Collection

.....sTARI:====================================::.~A~t~ra:!.k~e;;n~
_AU
through the rock and eating very small amounts
of minerals and fungus. The cold, harsh conditions of space do not bother the Ee, and they are
able to exist with very little oxygen.
Ee have tactile, olfactory, and audio nerve endings allover their bodies serving as sensory organs. The head contains one optical organ that
allows. sight. Their tiny mouths have a sharply
defined taste organ, so that the burrowing Ee may
be able to tell what sort of mineral it is burrowing
through. Some Ee have even become connoisseurs
of particiJlar minerals.
The Ee have two unusual abilities. The first is
that their digestive system allows them to ingest
several different types of mineral and rock, and
produce alloys. These substances are used in the
construction of Ee equipment (see below). Also,
when Ee eats into a vein of metal ore, it refines
the metal to its purest form, since what it is really
consuming from the ore are the impurities. The Ee
then take the threads of pure ore and, using their
.mental powers, weave and weld the metals into
functioning devices. Most of these devices are
powered by solar power, collected bymicropanels
on Trilos' surface and stored in micropowercells,
all of which are formed by the Ee manufacturing
process. The Ee have also found that ingesting
certain chemicals allows them to produce different
substances from the minerals theytake in, but they
are forced to rely on the unwitting Atrakenites to
provide the needed solutions.
One of the most unusual things about the Ee is
their mental prowess. The species is quite intelligent and has developed a number of powers of
the mind to enable them to rise to a level of
civilization unheard of for most invertebrates.
Each Ee has male and female characteristics,
and reproduces by laying ID eggs. The incubation period is a time-consuming, random alfair,
with the young taking 2D months to form. Average Ee life expectancy is 20 years.

an

Ee Society
The Ee are individuals but have a linked group
mind, and consequently the issue of government
is a simple one. Each Ee puts its thoughts into the
problem, and the course of action which results
is an amalgam of all the ideas submitted. Despite
this potentially confusing system, the Ee manage
to get things accomplished.
Ee dwellings consist of hives made of coneshaped rock formations, found on the moon's
surface as well as in underground caves.
Ee society is divided into the following categories, based on occupation:
Purifiers: Those Ee especially adept at processing ore into pure elemental form.
Weavers: Ee who show talent in taking the
processed materials and forming them into the

The Star Wars Pianets Collection

machinery needed.
Thinkers: Ee who have a knack for theories,
principles, and such.
Mlndbenders: Ee who have especially strong
mental talents.
Bulwarks: Ee whose primary duties involve
the protection of the race.
None of these castes is considered superior to
any other, but exist only to make the best use of
every Ee's talent.
The Ee have no spoken language. They do
possess an icongraphic alphabet, which uses
symbols to represent words and ideas, but this
system is only rarely used. Most of the time, the
Ee rely on their telepathic power to communicate with each other.
The Atrakenites have not discovered the true
nature of the Ee.
As for the Ee, they have been watching the
Atrakenites very closely, reading their minds,
and observing their behavior. The Ee feel pity ior
the Atrakenites, who have lost their home planet.
The little creatures are waiting for the group
mind to finally decide when the time isright for
contact. Many Ee feel that this will be soon.
Until then, special measures are taken to ensure that the Atrakenites never learn of the Ee
civilization. Ee iconography is never done in a

197

"A~tr!::a~k~e;!:n!.:==================================:;:'TAR...
WARS""""

place where the Atrakenites are known to pass


by or frequent. The minds of traders who stop at
Trilos are manipulated by the Ee so that their
tales of the planet are so fantastic as to not be
believed.
The Ee have learned of the existence of the
Empire-New Republic civil war. The Ee came to
the conclusion, rather quickly, that the Empire is
the prime offender. The Ee also feel that if the
Empire were to find out about this mining facility,
it would move in, brutally taking everything it
wished and turning it into an Imperial production
facility. This is another reason why they feel it
necessary to remain hidden, although many of
the species are bothered by toying with alien

198

.Ee
Attribute Dice: 60
Attribute Minimum/Maximums:

DEXTERITY 00
KNOWLEDGE 20/40
MECHANICAL 00/ID+2
PERCEPTION 20/40
STRENGTH 00/+2
TECHNICAL ID/40
Special SkiIIs:
Unrelated skills (not tied to any attribute):
Physical skills. Time to use: One round to several hours,
depending upon power. This is one of the three Ee mental

abilities used for the mental powers outlined below.


Mental skills. Time to use: One round to several hours,
depending upon power. This is one of the three Ee mental
abilities used for the mental powers outlined below.

Enuironmental skills. Time to use: One round to several

memories.

hours, depending upon power. This is one of the three Ee

Ee are small and fragile, but have great knowledge. Combined with their mental abilities, they
can accomplish much despite their physicallimitations. They have a marked distaste for physical
confrontation, firmly believing in discretion and
secrecy.
Ee are known for their arrogance: they are
intolerant of beings not as intelligent as them or
not structured like them ("Yes, yes, I know you
are not a segmented-bodied, telepathic invertebrate. I guess we cannot all be perfect!"). They
have little patience when it comes to explaining
difficult procedures or complex concepts.
They are natural explorers and have mapped
most of Trilos; given the chance, most Ee would
love to explore the larger galaxy.

mental abilities used for the mental powers outlined


below.

Special AblIllies:
Mental Abilities: Ee have mental abilities which some
might attribute to Force-sensitivity (although there is no
proof of this notion). They have three skills governing
these abilities: physical skills. mental skills. and environmental skills. Ee who possess the skills start al2D and can
increase the skill at double the normal Character Point
cost.
No Physical Manipulation: Ee have very little ability to
physically manipulate items or tools. They must rely on
their mental abilities.

Story Factors:
Unknown: The settlers on Trilos are unaware of the existence of the Ee.
Move: 3/5 (burrowing or crawling)
Size: 1-6.5 centimeters
Note: Ee should not be player characters

The Star Wars Planets Collection

--ITA"P~==================================~A~t!:ra~k~e~n
-WARS
Ee Mental Powers
All Ee are adept at at least one type of mental
power. be it physical skills. environmental skills. or
mental skills. One Ee in 10 is adept at two categories, and one Ee in 100 is adept at all three.
Ee begin with 2D in theseskills. but may increase
their skills. Effective range of all powers, unless
otherwise stated. is five meters.
Physical Skills
Cell Burst: Disrupts the cells in organic or inorganic matter. causing 4D damage. Difficulty is Easy
for organic matter and Moderate for inorganic
matter.
Healing: Completely removes an injury. Difficulty: Very Easy for wounded victims. Easy for
incapacitated ones, and Difficult for mortally
wounded ones. Note: These difficulties are
DOUBLED when the target is non-Ee.
Pliability: Causes any substance to become
flexible. Difficulty: Easy to Heroic, depending upon
innate flexibility of material.
Telekinesis: Though Ee tefekinesis is different
than the Force power of the same name. for
simplicity's sake. the same description can be used
for both. Ee difficulty numbers of telekinesis are
two levels higher than those of the Force power.
Teleportation: Ee wi th this power can teleport
objects which weigh no more than one kilogram.
The object can be teleported one meter per three
points rolled (round down). For example. if a IS
is rolled. an Ee can teleport an object up to five
meters. If the power user attempts to teleport
himself, difficulty is Difficult. Standard difficulty:
Moderate.
Environmental Skills
Ught: This power must be centered on an
object weighing no more than one kilogram. The
object must be within 10 meters of the Ee. When
used successfully, a globe of light 10 meters in
diameter is created. The object can be moved
and the light globe will move with it. Difficulty:
Very Easy.
Null Gravity: An Ee interference field disrupts
the gravity in a two-meter radius. Anyone caught
in it, floats upward until the Ee ceases using the
power. The Ee must be on the perimeter of the
radius. and the null gravity area cannot be moved.
Difficulty: Difficult.
Power Drain: Drains all power out of a battery
or other charge-holding device. Difficulty; Moderate.
Raise{LowerTemperature: Affects a 20-meter
diameter circle. Difficulty is Very Easy for a fivedegree Centigrade change. Easy for a IO-degree
change. Moderate for a 15-degree change. etc.
Mental Skills
Group Mind: Enables all Ee to communicate
with each other. All involved Ee must be within 30

The Star Wars Planets Collection

meters of each other (Ee normally form a "chain"


to keep in contact). Difficulty: Very Easy.
Memory Alteration: Rearranges the memory
patterns of the victim. The Ee's power roll must
exceed the victim's Perception roll. Ee use this
power to change the memories of aliens. so that
they tell outiandish, and easily dismissed. stories about Trilos.
Mindlink: Allows two-way mental communication. even if recipient has no mental powers.
Difficulty: Difficult.
Projective Telepathy: This is somewhat similar to the Force power. with the difficulty Easy, or
Moderate if the target is in an extremely emotional state.
Sensory Overload: Causes the target to experience a huge influx of sight. sound. taste. hearing. and touch stimuli, causing him to pass out.
Difficulty based on victim's Perception: ID-2D:
Very Easy; 3D-4D; Easy; 5D-6D; Moderate; 7D.:
Difficult.
The effects of memory alteration. cell burst.
power drain and healing remain even after the
power is no longer being used.
Whenever an Ee uses a mental power. it must
rest for twice the amount of time spent performing that action. The maximum amount of time an
Ee can spend using a mental power is one hour.

Ee Technology
The Ee have developed and continue to manufacture the following items: solar panels, intruder
sensors. motion sensitive alarms. lighting panels. fortifications for their dwellings and supports for tunnels
All of this machinery is, of course. to scale with
the Ee race and of no use to the average visitor.

The World of Atraken


The once-beautiful planet of Atraken now
stands as a monument to mindless destruction.
Opposing forces in the Clone Wars made it their
battlefield. destroying each other. the planet's
environment. and over 90 percent of the native
population.
Nowadays. Atraken's oceans. those that have
not been boiled away, are huge bodies of poisonous water. Most plant life has been blasted away.
and almost all animal life is gone. The very air is
poisonous. carrying either the remains of chemical weapons or virulent strains left over from
germ warfare. The only life form that remains are
large. burrowing insects called "diehards" that
have adapted to eating the poisons of Atraken.
All that stands now are the shatterecl remains
of Atraken's cities and a carpet of debris. the last
bits of evidence that a thriving civilization once
existed here.

199

}A~t~ra~k~e~n2.:====================================:::;~STAR...
HAasExploring Atraken
The only legitimate reason for exploring
Atraken is for purposes of salvage. In order to
survive for any length of time on that blasted
planet, full protection space suits will be needed.
Even these, however, are not enough - the
howling winds of Atraken, laced with corrosive
chemicals, will slowly cause a suit to lose its
structural integrity, eating away at the non-metal
parts.
In game terms, consider the suit to have a
Strength of 5D for purposes of protection from the
hostile environment of Atraken. For each hour
spent on Atraken, a cumulative ID is rolled against
the suit. As soon as a wound result is scored, the
suit has lost integrity, and the character is vulnerable.
Once a suit is compromised, the character is
attacked by a cumulative 2D damage for every 10
minutes of exposure.
Visibility on most parts of the planet is down
to 20 meters. Dust and other pollutants in the
atmosphere obscure sunlight. Daytime temperature hovers at about two degrees Celsius, while
nighttime temperatures dip to minus ten degrees
Celsius.

Atraken Events
For every half hour spent on Atraken, roll 2D
and consult the "Atraken Hazards Table" to see
what peril, if any, the characters encounter.

200

Storms last for 6D minutes. It is possible to


have overlapping conditions.

Searching for Salvage


Characters exploring Atraken may attempt to
salvage materials. Each character may attempt
to lind salvage once per hour. For each character
attempting such an action, roll 2D and consult
the" Salvage Table" for the results.

.Cidwen
Type: Aggressive avian
DEXTERITY 5D
PERCEPTION 4D
STRENGTH 10+1

Special Abilities:
Beak: STR+2D damage
Claws: STR+2D+2 damage (works out as 30+3 damage)
Move: 30 (flying), 22 (gliding)
Size: 0.5 meters long, I-meter wingspan
Scale: Creature
Capsule: Cidwens are ebon-hued birds with sharp
beaks and vicious claws. Theynest in ruins through-

out Atraken. Their keen eyes allow them to spot


diehard activity from a distance, at which point

they take to the air and snatch up the offending


insects.

Though cidwen are capable of flight, they often


glide when stalking prey to reduce the noise they
make. Cidwens have been known to attack Humans
and other species, especially if their nests are dis-

turbed, but they will often only fight until the offending being has been driven off.

The Star Wars Planets Collection

.....sTA.IiP~==================================~A~t~ra~k~e~n
-WARS
Diehards
Type: Hardy insects

DEXTERITY 5D

PERCEPTION ID
STRENGTH 4D

Special Abililies:
Mandibles: STR+2D damage

Armor: +20 to resist damage from energy attacks


Move: 24 (flying)

Size: 0.5 meters long


Scale: Creature
Capsule: Diehards are immense insects which have
survived the catastrophe on Atraken through simple
resilience. The diehards have survived, even thrived,
despite the plagues. the radiation and thedevastatiog ecological changes of this world. Diehards are

especially resistant to energy weapons, so primitive slug-throwers are the preferred means of stopping these savage attackers.
Diehards are not very intelligent, relying on in-

stinct. For attacks, they use simple swarms (although their swarms normally have only four or
five members). Once a diehard hits a target, it digs
into the victim with its mandibles (pulling a diehard
off someone requires an opposed Strength total).

Roll
2-5

6-7
8
9
10

II
12

Atraken Hazards Table


Encounter
No encounter.
Massive dust storm. Visibility cut to five
meters. -ID to all Perception and Dexterityrelated skills.
Ground collapses underneath character's
feet. Roll for falling damage. Total distance
fallen equals 3D.
Characters come upon a fairly intact building.
Electrical storm prevents communication and
sensor operation.
Characters encounter ID diehards.
High radiation area. All characters hit by 4D
of radiation damage, regardless of protection.

Adventure Idea
This should be the first adventure set in the
Kallelyn system.
The characters spot a Corellian stock light
freighter adrift in space. It does not answer any
hails. If the characters board it (gamemasters can
use the interior blueprint of the Millennium Falcon
found on pages 22-23 of the Star Wars Sourcebook,
Second Edition), they will find that the crew of four
is dead.
The ship appears to be ruined, as if vandals
tore into it with vibro-axes. None of the systems
save the computer and the environmental control still work, and even these will go in ID hours.
This is what happened: The freighter Lucky
Bantha discovered the Kallelyn star system. The
crew stopped off at Trilos, exchanged some small
goods and pleasantries, then, against the advice
of the Atrakenites, went to check the ruined
planet of Atraken for salvage.
Unfortunately, the crew did two things wrong.
First of all, their space suits were of cheap quality, and easily compromised. This led to their
catching radiation sickness, which eventually
caused their deaths. Secondly, they did find some
salvage, unaware that a small nest of diehards
was included with it.
When the crew brought the salvage into their
cargo hold, the diehards left the salvage and
began eating away at the ship itself. Of course,
the crew was already dead of radiation poisoning
by the time the diehards had managed any significant damage.
The names of the ship and crew, their last
port-of-eall and its coordinates, theirnext planned

The Star Wars Planets Collection

II

Salvage Table
Result
Nothing.
Useful spare parts for droids.
Useful spare parts for spaceships.
One random piece of broken
equipment, gamemaster's choice*.
One random broken weapon, GM

12

A broken landspeeder**.

Roll
2-6
7-8
9
10

choice*.

*Recommend that only two such items be


found by anyone party of characters. Can
be repaired, Very Difficult task.
** Recommend that only one such item be
found by anyone party of characters, and
only once. Can be repaired, Very Difficult
task.

destination, their activities on Atraken, and their


final entry, are all on the ship's computer. It is a
Moderate computer programming/repair task to
obtain each of the above listed bits of information out of the computer.

201

jJA~t!::ra~k~e~n~====================================::;~'TAR...
WARS""""
The dead crew members, incidentally, are still
irradiated. Unless the bodies are jettisoned, the
characters will suffer 3D of radiation per hour
spent in the Lucky Bantha.

Adventure Idea
Once on Trilos and acquainted with the natives, the characters are asked to investigate
some odd goings-on in the Old Mine. Large
amounts of chemicals used in manufacturing are

missing, and all evidence points to the theft


being an inside job.
This curious event is the work of a few ambitious Ee, who are defying their group mind and
using their powers to get the Atrakenites to produce large quantities of chemicals for their use.
They alter the memories of the Atrakenites so
that they do not recall mixing the solutions.
There are a few small Ee tracks in the dust,
which can be found with a Very Difficult Perception task. The tracks lead to a cone, which is the
entryway down into a five meter wide cavern,
where the Ee have a small communities.
The Ee will not wish to be revealed to the
Atrakenites. It will be rather interesting to see
how the characters react to telepathic worms
who are living refineries.

Adventure Idea
While the characters are on another planet,
they are approached by a somber-looking elderly couple. They offer to pay the characters
50,000 credits to fly them to the Kattelyn system.
The old couple know of the fate which befell

202

Atraken. They are the children of two refugee


families who fled the planet before the war broke
out. Now, in their declining years, the old couple
wish to go back and see their homeworld one last
time before they die.
The couple are unaware of the existence of the
Trilos colony. The characters are unware that
the couple are New Republic sympathizers who
are being followed by Imperial agents. Aconfrontation on Atraken between the Imperials and the
characters may be called for.
For gamemasters and players who like happy
endings, add the following wrinkle: the old couple
doesn't know it, but they have relatives still alive
on the mining colony.

Adventure Idea
In the realm of the truly off-beat, an Ee approaches the party in a cantina (perhaps after
the party has drunk a bit too much), and asks
them to take it to the moon Trilos in the Kattelynn
system. For payment, the Ee can give the characters 5,000 credits worth of pure metals, but can
only pay this price once it gets back to Trilos.
It seems that a free-trader who visited Trilos
wound up with an Ee in his spacesuit. The curious Ee wanted to see "what was out there," but
has seen enough.
What could make this adventure even more.
unusual is having a horde of half-drunk aliens
who love worms as a delicacy, or for putting in
their drinks, notice the Ee talking to the characters. The drunken aliens will give chase to the
characters, demanding the worm. Of course, the
aliens have their own ship (or ships), too.

The Star Wars Planets Collection

.....sTAR
..~=================================:.~c~a~ro~s~i:.X
:!,!/1

-WARS

Carosi XII
The springs are known for their soothing properties and are used to acceierate healing.
The Carosites are the only intelligent species
native to Carosi XIf. There are a few species of
marine life and wildlife, but nothing of any great
note.

Carosi
Type: Terraformed world

Temperature: Cool
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Light
Terrain: Galciers. mountains
Length of Day: 30 standard hours

System Summary

Length of Year: 400 local days


Sapient Species: Carosites
Starport: 1 standard
Populallon: 2 million
Planet Funclion: Homeworld, medical services
Government: Democracy

Tech Level: Space


Major Exports: Prosthetics, cybernetics
Major Imports: Manufactured goods, food, luxury items

System: Carosus
Star: Carosi (red giant)
Orbital Bodies:
Name
Planet Type
Carosi VI
Carosi VII
Carosi VIII

Carosi IX
Carosi X
Carosi XI
Carosi XII

Moons

searing rock
desolate swamp

jungle
gas giant
gas giant
gas giant

2
6
10
15

cool terrestrial

World Summary
There are very few planets that have openly
supported first the Rebel Alliance and now the
New Republic; Carosi XIf is one of them. Located
far from the Imperial Core, but close to an important free-trader route, the arctic planet is visited
by many who seek healing of the mind or body.
Carosi XII is a safe haven for free-traders and New
Republic agents alike, thanks to a Republic base
established close to the sole Carosite city.
The topography of Carosi XII is made up mostly
of mountains, stretches of open, frigid plains,
and gigantic glaciers. The sole sea, the Avuae,
provides a terrestrial haven for the Carosites.
The only city on the planet, Newlife Point, is
located on the shores of the Avuae.
The planet still has some latent volcanic activity, the most popular manifestation of this being
the hot springs located south of Newlife Point.

The Star Wars Planets Collection

The Carosus system has undergone some dramatic changes in the recent past. Three hundred
years ago, the sun, Carosi, an orangestar, reached
the point where it had consumed most of its
hydrogen and began an unusually rapid expansion. Carosite astronomers predicted that the
sun would soon turn into a red giant, devouring
most of the inner planets.
The first five planets in the system were destroyed. Carosi fV, the Carosite home planet, was
swallowed up by the sun. Carosi V, a prime
candidate for colonization, was also destroyed.
Carosi VI, a planet with potential for terraforming,
is now the closest planet to the sun, and COnsequently has had any life-giving potential burned
away. Carosi VII and Vffl have rapidly turned into
stiflingly hot greenhouses only suitable for colonization at some later date, and Carosi fX, X, and
Xf are useless gas giants. Only Carosi XII, once a
frozen ice ball and now improved to merely

System Datafile
Note: Update files to indicate new system status. Carosi is
no longer an orange star, but is now a red giant. Please adjust
star maps and navigational computations accordingly.
Carosus star system, star: Carosi, red giant. Formerly 12
planets in system, has been reduced to seven planets due
to solar expansion. Old numerical reckoning retained;
closest planet to sun is Carosi VI.
Carosi XIf, New Republic planet. Primary function: Medical care and prosthetics. NOTE: ff emergency medicai care
is required, comm Carosi XIf starport on standard broadcast bandwidths. An emergency trauma team will bestanding by.

203

-(C:2a:!::ro~s~i2X2'!.1==================================~'TAR
WAU-

"cool" status, has a habitable environment.


It was Carosi Xll that the scientists spent decades terraforming in anticipation of colonization. The results have paid off, though the work
is not yet complete. As a result, Carosi has a great
need for scientists and other specialists interested in building a world.

Carosites
The Carosites are a bipedal species, one and
a half meters tall and quite thin, with unusually
long necks. Their faces have long snouts, small
dark eyes, and a fine layer of fur. This fur covers
their bodies as well, and keeps them warm. Their
senses are extremely acute, and their hands are
very nimble and well coordinated.
Carosites have a life expectancy of 120 standard years. The Carosite reproductive cycle is a
very fleeting thing. Carosites can only have young
twice in their lifetime. Each birth produces a
litter of one to six young. This accounts for the
Carosite's intense respect for life, since they
have so few opportunities for renewal. It was this
respect for life that helped the Carosites develop
their amazing medical talents, from which the
entire galaxy now benefits.
The only social unit in Carosite society is the
family, consisting of an adult male, adult female,
young, and any family member that is too old to
take care of itself.
Carosites are a gentle, beneficent species with
a talent for healing and invention. Carosites are
also hopeless optimists.

204

Tradition and ritual are very important to the


Carosites. The destruction of their home planet
has served to strengthen their resolve to remember and venerate the past.
Verbal or written promises are regarded as
completely binding by Carosites, and they extend that courtesy to off-worlders, expecting
visitors to the planet to reciprocate. Thus,
Carosites are frequently disappointed by what
they perceive as the dishonor prevalent among
some other species.
Though Carosites are more devoted to healing
a body than harming it, they will vigorously fight
to defend their homes, families, and planet. if a
Carosite's convalescing patients are being threatened, the Carosites on hand go into a berserk
"life-saving fanaticism" state. This enables a
Carosite to add 2D to their Strength dice for as
long as the patient is endangered.
Although the Carosites have the ability to
engage in space exploration, they have chosen
instead to devote their time, energy, resources,
and intelligence to perfecting the medical arts.
TheyusetheSuddenRestoration, a Carosite space
vessel that functions as a hospital ship, to spread
their talents to needy systems. The Restoration
travels the galaxy, bringing free medical care to
all in need. The Restoration has also visited New
Republic and neutral worlds in the aftermath of
battles and administered care to the civilians. (In
general, the vessel avoids fmperial space, given
the Empire's long-standing policy of discrimination against non-Humans.)

The Star Wars Planets Collection

.....sTA..
PF==================================lc~a!::r02s~i~X
2!"
-WARS
Since the ship aids
anyone in need, the Restoration is generally safe
from any attack. Many
pirates and free-traders
would take it upon themselves to hunt down anyone who harmed the Restoration or its crew.
A little known "side
business"
of
the
Carosites is their programming of medical
droids. Technicians on
Carosi can "squeeze" the
maximum performance
out of medical droids.
Increasing a medical
droid's existing programming while on
Carosi XII takes half the
standard number of
credits.
The Carosites also
enjoy teaching medicine, and have set up a
school. Famous doctors,
surgeons, scientists, and
other medical personnel
come to Carosi XII to either study or teach.

\.

-_.

't

."",---

Carosi Society and


. History
The Carosites as a
people are still trying to
find their bearings after
the massive emigration to Carosi XII. The evacuation took a total of 20 years, meaning that the
Carosites landed on their new home roughly 200
years ago. Though the Carosites venerate and
continue to observe their old customs and traditions, there is a fragment of Carosite society that
is pushing for new traditions to go with their new
home. This is a source of heated debate among
the population.
The other bone of contention has been provided by a small but vocal segment of Carosites
who call themselves "The Preventers." They feel
thattheirpeoplemusttakeaggressiveactionagainst
the weakened Empire, so that no more lives will be
lost to the galactic conflict. The arguments on this
subject are loud, emotional alfairs.
Once every 10 years, the Carosites elect one of
their number to serve as the ultimate planetary
authority. This leader is advised by a group of 11
counsellors, chosen from the 11 most prominent
families.
Medical metaphors are very common in the

The Star Wars Planets Collection

Carosite language. Things such as the state of the


New Republic, the state of the planet, or a business deal are described in medical terms. For
instance, a business deal that has taken some
bad turns but may still be salvaged would be
described as follows: "The business is ailing, but
may be healed with proper treatment."
The Carosites are loyal to the New Republic, but
events often lead them to treat Imperials or Imperial sympathizers. The Carosites regard every life
as sacred and every private thought inviolate. The
Carosites would never try to interrogate, brainwash, or otherwise attempt to remove information
from the minds of their patients.
Carosites
Attribute Dice: 120
Attribute Minimum/Maximums:
OEXTERITY 20/40
KNOWLEDGE 20/40+2
MECHANICAL 10/30
PERCEPTION 20/40+2
STRENGTH 10+2/40
TECHNICAL 20/50

205

-cC~a:!:ro2s~i~X~I!!.I====================================:::;;:;'TAA...
WARS"'""
would like to learn more about
it.

There has never been a


Carosite Jedi. Carosites are not
interested so much in becoming
Jedi or in learning everything
there is to know about the Force.
They merely wish to study the
power so they may channel it
into new ways of healing. This is
not so unusual, since there are
Carosites who are still engaged
in trying to adapt blaster technology to healing.

Medical Care

/
l

. :'

All things considered, the


promise of excellent medical
care Is still the thing which attracts people to Carosi XII. The
Carosites charge their patients
an amount commensurate with

their ability to pay. Full expenses


run upwards of 500 credits per
day, although poor patients will
be charged considerably less.
A tricky area is the realm of
prosthetics and cybernetics.
Prosthetics are units used to replace damaged or lost limbs and
organs. These units do not improve upon what was lost, they
merely replace itwith an artificial
replica that can perform its functionadequately. Carosites refuse
to install cybernetic enhancements, however.

The Carosites have also made


significant strides in the cataloguing and treatment of many
kinds of mental illnesses. Their
sanitariums are clean, well-lit
places where healing, not incarceration, is emphasized.

Newlife Point
Special Abilities:
Medical Aptitude: Carosites automatically have a first aid
skill of 5D; they may not add additional skill dice to this at
the time of character creation, but this is a "free skill."
Prolectiveness: Carosites are incred i bly protect ive of young,
patients and other helpless beings. They gain +20 to their

brawling skill and damage in combat when acting to


protect the helpless.
Move: 7/11
Size: 1.3--1.7 meters tall

Carosites and the Force


The existence of the Force is not disputed by
the Carosites. They believe it exists, and they

206

Newlife Point is the only city


on Carosi XII. It was built on the
landing site of the first refugee ships. There is still
much left to build, so the city is still in development. Much of the skyline is dotted with the
skeletal frames of buildings under construction.
The Newlife Point starport is located in the
northwestern section of the city, close to the
major hospitals, asylums, and cybernetics fitting
centers.
There are a few aspects of Newlife Point which
off-worlders regard as negatives. Byfar, the worst

The Star Wars Planets Collection

--STA.tR~====================================:,;cs:a::.r~o~s~i~X~II
-WARS
of these is considered to be the pathetically small
number of bars extant. It appears that the Carosites are not enamored with alcohol and the
eflects it has, both long- and short-term, on the
physiologies of many beings. As a result, establishments that serve liquor are kept to a minimum, and the liquor itself is taxed heavily. In all
fairness, it needs to be mentioned that the revenue generated goes towards the continued improvement 01 medical facilities most likely to be
used by off-worlders.
The other aspect of Newlife Point that fails to
impress visitors is the constant stream of dietary
advice given to restaurant patrons by the waiters,
cooks, doormen, busboys, and passersby. "Eat
right and live right," is the most popular phrase
heard in restaurants. Some visitors to Carosi XII
claim the Carosite doting is worse than the excessive fretting done by some protocol droids.

Hot Springs
Located inside a beautiful crystalline cave are
several huge pools of mineral-laced warmed water. The water is heated by underground volcanic activity.
The mineral content and the high temperature
combine to produce a relaxing and very healthy
bath. Soaking in the hot springs for two hours
allows an injured character to make one extra
natural healing roll per day.
There are always six Carosite attendants on
duty to help visitors. The Hot Springs are connected to Newlife Point by an underground
trans rail system. Some people enjoy taking pleasure boats from Newlife Point to HotSprings. The
springs are located a short two kilometer walk
from the Avuae coast.

New Republic Outpost


The current Carosite leader, Omo Taj, has
given the New Republic permission to construct
an outpost on Carosi XII. The outpost is built into
the side of a mountain near northern shore of the
Avuae Sea. Its location is not disclosed to offworlders, and its secret is guarded most jealously.
Gamemasters can use the floorplans for the
Tierfon Rebel Outpost, found on pages 112-116 of
the Star Wars Sourcebook, Second Edition.
The outpost complement is:
Personnel
Pilots
28
Ground Troops
54
14
Officers
X-wing ground crew
32
V-wing ground crew
32
Technicians
24
General Staff
24

The Star Wars Planets Collection

Intelligence Personnel
Vehicles
Airspeeders
Landspeeders
Speeder Bikes
X-Wing starfighters
V-Wing starfighters
Shuttles

10

5
2
4
8
8
4

The outpost commander is Balderik Rajana,


an idealistic young man who has been fighting
the Empire for as long as he can remember. He
maintains good relations with the Carosites.

The Avuae
The Avuae is a small sea and the only
aboveground body of water on Carosi XII. The
Avuae is teeming with marine life, which serves
as a source of protein for the Carosites. The
water is extremely cold, but due to its high mineral content, it never freezes over.

Many Carosites enjoy a refreshing dip in the


icy water of the Avuae. The Carosites claim that
the water has healing properties, and that all
creatures can benefit from a good soak in the
ocean. Of course, Carosites have fur to keep
them warm.

Rinacats
Type: Mountain predator
DEXTERITY 3D
PERCEPTION 5D
STRENGTH 3D

Special Abilities:
Claws: STR+ I D damage
Teeth: STR+2D damage
Move: 15

Size: 2 meters long


Scale: Creature

Capsule: The most dangerous creature on Carosi


XII is the rinacat, a mountain-dwelling predator
renowned for its ability to tirelessly track prey for
weeks. Rinacats have been known to traverse continents to bring down particularly desired prey.

Rinacats can also survive for up to a month without


water.

The preferred method of attack is to find a ledge


and leap down on unsuspecting targets; while the
target is stunned by the attack, the rinacat will use
its sharp claws and teeth to inflict a killing blow.

They primarily prey on teshek and other herd


animals. However, when wounded, sick or otherwise weakened, they have been known to venture
down from the mountains in search of easier prey,
such as Carosites. Rinacats hunt alone.

The Sudden Restoration


This huge hospital ship was named the Sudden
Restoration only after it had already been in active
service for a year. Many of its patients marvelled at
"the ship which appeared suddenly in our system,
and quickly began healing the sick and restoring

207

-(c~a~r02S~i~X~I!.!.I====================================::;:fTAR...
WARS""""

CAROSI XII DIAGRAM

The Sudden Restor.

Hospital
Area

Command

Crew Area

Engine

Section

the injured." The name stuck. There is talk among


the Carosites of constructing more such vessels.
In a compromise with New Republic leaders,
the Sudden Restoration has added a pair of X-wing
fighter escorts, although the Restoration's command crew has been extremely reluctant to use
them.
Sudden Restoration
Craft: Modified Kuat Drive Yards' Class C Frigate

Type: Modified Class C Frigate

Scale: Capital
Length: 330 meters
Skill: Capital ship piloting: C Frigate
Crew: 220, skeleton: 140/+10

Crew Skill: Capital ship piloting 3D

Passengers: 380 (medical personnel)


Cargo Capacity: 2,000 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x2
HyPerdrive Backup: xIS
Nav Computer: Yes

Maneuverability: ID
Space: 4

Shields: 10
Sensors:
Passive: 3D/DO
Scan: 60/1D
Search: 120/10+2
Focus: 4/3D

Adventure Idea
Rinacat attacks in the vicinity of the New Republic outpost have been occurring more and
more frequently, claiming the lives of a number
of sentries and throwing operations into disarray. Beliefthat it was one sick animal doing all the
killings was dispelled when three rinacats were
seen in the area.
The characters are hired to hunt down the
offending creatures. Once in the mountains, they
discover that an Imperial spy has discovered the
location of the outpost and has trained rinacats
to stage guerilla attacks. Both the spy and his
man-eaters will have to be eliminated to ensure
the security of the base.

Atmosphere: 280; 800 kmh

Hull: 2D

208

The Star Wars Planets Collection

Carosi
-.JTA~R===================~~!22!

-WARS

XII

Adventure Idea
New Republic soldiers being treated on the
Sudden Restoration have begun dying, all from
apparently "natural causes." The characters are
asked to go undercover on the ship and discover
the truth.
Once there, they find to their shock that one of
the Carosite physicians has been blackmailed by
the Empire into acting as their agent. The New
Republic soldiers are not dead, merely comatose
- their coffins, shot off into space, are being
recovered by an Imperial vessel and then the
Republic soldiers are revived for interrogation.

Adventure Idea
The characters are hired by the Republic to
go to Carosi Xli and pick up some medical supplies. The supplies are to be delivered to a star
system that is being blockaded by the Empire.
Once the characters arrive, they find that their
mission has changed somewhat. Not only are
they supposed to deliver the supplies to the
planet in question, but they are also to pick up a
famous surgeon wanted by the Empire, and bring
hIm back to Carosi, without bringing the Empire
along for the ride!
After the characters manage to get by the Imperial blockade and on to the planet, the characters
learn that the surgeon has already been captured
by the Empire, and is on a small, temporary base
that the Empire has set up on the planet's moon. A

The Star Wars Planets Collection

rescue is called for.


To all this, the gamemaster must add the
imperative that the Empire must not follow the
characters back to the Carosi system lest the
Empire decide to subjugate the system.

Adventure Idea
While in space, the characters receive a distress call from the Sudden Restoration. Apparently, someone does not respect its non-combatant nature and is attacking the vessel
Arriving at the scene, the characters find a
heavily armed Corellian freighter attacking the
huge ship. When the characters arrive, the ship
will break off its attack and flee. The Sudden
Restoration, bound for Carosi XII, will ask that the
characters escort the hospital ship to its system.
~nknown to both vessels, the marauding
freIghter follows the ships to Carosi XII. The
freighter is owned by a half-crazy bounty hunter/
professional killer. An Imperial official that
crossed a crime boss is currently recovering on

the Restoration. The crime boss has hired the


bounty hunter to kill the official. The bounty
hunter and his crew of four miscreants do not
care about the hospital ship or the innocent
patients on-board. They are single-mindedly focusing on killing the official.
Once the Sudden Restoration arrives in-system, the Imperial official is transferred to the
Carosi Alpha Hospital. The bounty hunter lands

209

-cc.:!a~ro~S:!.i~X~"!.:=================================::;~'TAR
WARS""""
several hours later and begins his search for the
official by going to countless public places and
trying to bribe, bully or trick anyone he can find
for information.
The characters may wind up running afoul of
the bounty hunter and his crew. The gamemaster
must decide how successful the bounty hunter is
in finding out the correct location of the target.
It is very possible that the Carosites may wish to
hire the characters to serve as security for the sick
official, a truly ironic twist. If this happens, the
climactic scene is the successful infiltration of
Alphabythe bountyhunter, endinginabattlebetween
the hunter and his gang and the characters.

Adventure Idea
A variation of the previous, idea, a frail, sick old
woman hires the characters to take her to Carosi.
Unknown to them, she is a highly-placed Imperial
official. Still, she bears them no ill will, for she is
dying, and she only wants a less painful place to

210

die, and the facilities on Carosi XII are ideal.


Unfortunately, a group of free-traders who are
allied with the New Republic are tailing her, and
will attack the characters' ship. These worthless
traders are using their connections as members
of the New Republic in order to do what they
please.
When the characters get 'the old woman to
Carosi XII, the free-traders will pursue and hunt
them down, convinced that the characters are
"Imperial stooges." They have their heart so set
on committing violence that they will not stop to
ask questions.
The perfect ending to this adventure would be
to give the characters the opportunity to turn the
free-traders in at the nearest New Republic outpost (which of course, happens to be on Carosi
XID. There will be a reward for the characters for
removing this blot from the Republic's reputation, plus the undying enmity of the free-traders
who were thrown out. The characters may very
well end up making enemies for life!

The Star Wars Planets Collection

g'::~~====================================:.,!;E~rgil:e;;s~h~u~i

Ergeshui
Ergeshui
Type: Terrestrial swamp
Temperature: Hot
Atmosphere: Type III (breath mask required)

Hydrosphere: Moist
Gravity: Heavy
Terrain: Swamp
Length of Day: 40 standard hours
Length of Year: 380 local days
Sapient Species: Ergesh (N)

Ergeshui

Starport: 1 limited services

Population: 800,000
Planet Function: Homeworld, biotech products
Government: Alliance of Ergesh clans and Republic representatives

Tech Level: Space


Major Exports: Biotech products, fertilizer, alcohol, tex-

tiles
Major Imports: Electronics, manufactured goods

System: Agash
Star: Agash (red giant)
Orbital Bodies:
Name
Planet Type
Ergeshul

Moons

terrestrial swamp

World Summary
Ergeshui, the only world in the Agash system,
is a huge planet with high gravity and oppressive
humidity. The rays of the red sun give an eerie
crimson cast to the landscape.
Two moons circle Ergeshui. This makes for
colossal tidal changes, where entire sections of the
two small continents are flooded, then exposed.
Due to these raging tides, there are few permanent
islands exposed on the world's surface
The atmosphere on Ergeshui is composed
mostly of nitrogen and carbon dioxide, and Humans on the planet must use breathing devices.
The planet is known for its plant-based products and by-products, especially fertilizer, alcoholic beverages, and textiles. In addition, the
Ergesh, the dominant species on the planet, specialize in organic machines, most of them "grown"
in the area called the Industrial Swampfields.

System Summary
Ergeshui is the only planet in the Agash system. Ergeshui has two moons, Magresh and

The Star Wars Planets Collection

Sagresh, which cause dramatic tidal changes on


the planet.
The Agash system is fairly free from Imperial
intervention. New Republic vessels make routine
stopovers. Many free-traders put aside their revulsion at Ergesh aesthetics in order to trade for
the much-prized Ergesh rum.

This giant planet has two small continents.


The main continent is called Ersheg, and the
lesser one is named Queesh. There are few permanent islands due to the harsh tides.
The atmosphere on Ergeshui is thick and hot.
On most days, thick clouds cover the skies. Despite this heavy cover, enough red sunlight filters through to give the landscape an eerie reddish cast. The temperature remains at a consistent 30 degrees Centigrade year round, day and
night. Many off-worlders have remarked that the
planet is like one huge greenhouse.
The most interesting natural phenomenon to be
found on Ergesui are the tidal flats. Due to the
prescence of the moons, there are huge variations
in the tide. When the tide is out, the continents
almost double in size. When the tide comes in, the
exposed land is flooded. The Ergesh find this pleasant, especially since, despite their bulk and weight,

System Datafile
Agash system, star: Agash, red giant star.
One planet only, Ergeshui. Reasonably free
of Imperial influence, strong New Republic
ally. Strong demand for electronics, manufactured goods. Limited service starport
located adjacent to Outworlder City.
TRAVELLER'S ADVISORY: Ergeshui has
a Type III atmosphere. Most species, including Humans, require breathing apparatus
to survive for any length of time on the
planet's surface.

211

WAIU""""
"r~~.===================~rrAIL..

2geshui

<
5

I
they can float. Most off-worlders find it dangerous,
since the tides come roaring in at 60 kilometers per
hour. The roar of the travelling water is deafening.
Any character caught in a tidal wave takes 4D
of damage and must make a Difficult swimming
check each round. Failing the check inflicts an
additional2D of damage to the character, plus a
cumulative -1 penalty to additional swimming
checks. If the character fails three checks in a
row, he has drowned.
The seas of Ergeshui are composed of water,
salt, and other chemicaf compounds. The seas
are not polluted -quite the contrary, The Ergesh
have taken special care to ensure they live in
harmony with their environment.
Ergeshui soil is one of the planet's best-kept
secrets. This soil is so laced with nutrients and
minerals that it can grow and support plant life
from most places in the galaxy. The Ergesh do not
export this soil, as they feel that this would
deplete the planet, and perhaps even pose a
threat to their society.

Feeling Gravity's Pull


Characters adventuring on Ergeshui suffer a -1 D
penalty to all Strength and Dexterity-related actions (except for resisting damage). Characters
must make one Moderate stamina check per
round of heavy exertion. Characters who fail this
check must double the amount of time they take
to complete the task, or suffer a -3D penalty to all
Dexterity and Strength-related actions (except resisting damage in combat).

212

In addition, whenever a character suffers damage from collisions or falling, an extra 2D are
added to the damage.
Note that these rules are not used when characters are in Outworlder City, as it has artificially
moderated standard gravity.

The Ergesh
The average Ergesh stands two meters tall and
resembles a rounded heap of moving plant matter. Their bodies are covered with drooping,
slimy appendages that range from two centimeters to three meters in length, and from one
millimeter to five centimeters in width. Ergesh
coloration is a blend of green, brown, and grey.
The younger Ergesh have more green, the elders
more brown. A strong smell of ammonia and
rotting vegetation follows an Ergesh wherever it
goes. Ergesh have a life expectancy of 200 years.
Due to their physiology, Ergesh can breathe
underwater, though they do prefer "dry" land.
Their thick, wet skin also acts as a strong protective layer against all manner of weapons.
Ergesh communicate using sound-based
speech. Their voices sound like thick mud coming to a rapid boil. In fact, many Ergesh, especially those that deal most with Outworlders,
speak Basic, though it sounds as if the speaker is
talking underwater. Their grasp of Basic is good,
though due to how they perceive and understand the world around them, they often omit
personal pronouns (I, me) and articles (a, the).

The Star Wars Planets Collection

~,=:=====================================.!E~r~g!::e~s!lh~ui
Most small words in the Ergesh tongue are represented by vocal inflections.
Ergesh do not have faces in the accepted
sense of the word. A number of the smaller
tentacles are actually opticstalks, the Ergesh
equivalent of eyes, while others are sensitive to
sound waves.
Through the course of the averageErgesh day,
a member of the species may pick up many
potentially harmful microorganisms. In order to
cleanse themselves, they consume kaloob, a
popular refreshment among the Ergesh. Kaloob
causes every gland and organ in an Ergesh body
to produce excess amounts of fluids and secretions, which cleanses the body and refreshes the
drinker. Note that while kaloob can be used by
other species as a detoxifier and antibiotic, it
produces some rather awful side effects.
lf a non-Ergesh drinks kaloob, every gland,
organ, and system begins to function in overdrive. Tears, sweat, and any other bodily secretion begins pouring out of their respective ducts.
After 10 minutes of this, a crippling nausea strikes
the victim for 20 minutes. After these tribulations, all dangerous toxins and chemicals have
been purged from their systems.
Ergesh cannot get intoxicated, drugged, or
poisoned by most substances. Their immune
systems break down such substances quickly,
then the natural secretions carry out the harmful
or waste elements.
Ergesh reproduce byaspecialritual. Two Ergesh
each produce a seed which has their respective
genetic codes. Both seeds are planted together in
a special swamp called the Shoolbloorp, or "Land
ofBeginnings."ln 20 Ergeshui days, ayoung Ergesh
grows up from the ground, self-aware and ready to
join society. Being asexual beings, Ergesh have no
concept of gender. Each Ergesh may produce one
seed every two Ergeshui years.
In terms of personality, Ergesh are boisterous,
curious, and rather naive. They are social beings,
greatly prizing friends and "family." Despite their
fearsome appearance, they are not violent. Unfortunately, Ergesh have yet to become accustomed to all of the diverse species of the galaxy.
To Ergesh, Humans are the "unfathomable alien
species." Still, if a Human makes an effort to get to
know the Ergesh species, he may find that he has
made friends for life. References to gender, figures of speech, and the condition known as "dry"
are lost on the Ergesh.
Ergesh personal names are long affairs, with
many odd bubbling noises included. The Ergesh
tolerate being given nicknames by off-worlders
that they are dealing with.
Once per year, there comes a day when both
moons are aligned in a certain way, with devas-

The Star Wars Planets Coileetion

tating effect upon the Ergesh. During this period,


the Ergesh act irrational, violent, even insane. It
is almost as if the Ergesh are intoxicated. This
day is called the "Bad Water Pull," and all offworlders are encouraged to stay clear of the
native population until the effects cease.
Ergesh definitely believe in the Force. They
have heard tales of the Jedi, and are rather anxious to meet one. Since practically everything on
Ergeshui is alive, the Ergesh feel that the Force is
especially strong on their world.
When an Ergesh gets angry, it quakes and
begins to make a sound something like gargling.
They are poor combatants, with their most effective attack simply trampling over their opponents. Due to their massive bulk (an adult Ergesh
weighs half a metric ton), this crude tactic is
extremely effective against foes Human-sized and
smaller. The major drawback of this attack is
that the Ergesh must be close to his opponent to
begin with, as they are not swift enough to catch
a fleeing foe.
Ergesh aredivided into clans, which haveformed
a federation that rules the planet. The eldest Ergesh
from each clan is part of the governing body. This
government meets monthlyinthe Communal Pool.
The Ergesh federation keeps in regular contact
with the leaders of the New Republic.
Ergesh are not hesitant about travelling into
space. They wear special belts that not only produce a nitrogen field that allows them to breathe,
but also retains the vast majority of their moisture.
The Ergesh travel in living spaceships (see below).
When embarking on potentially dangerous
expeditions, Ergesh wear a harness that holds a
series of containers. In each container sits a

small plant bud that produces an electrical current. When hurled at a dry opponent, the plant's
current discharges and causes injury (4D damage dispersed by insulated armor). Each bud can
only be used once, and an Ergesh normally carries 24 buds. Ergesh are gentle, intelligent and
curious, especially about the manners and technology of offworlders. In some respects they are
fearless, although much of this stems from their
innocence.

Being a species which evolved in swamps, the


Ergesh consider large amounts of fluid to be
"natural." They prefer areas with lots of waterso much so that many other species find this
everpresent liquid uncomfortable. There is no
term for "dry" in their language, but there is a
term for "not wet," which is used as a curse.
Concepts like manners and privacy are alien
to the Ergesh; calling them "outspoken" would be
an understatement. They prize life and detest
that which acts against life in all its forms.

213

~Ei!;r9a!ie~sh~u~i====================================:::;;Zjf;~~
Ergesh Techology
Ergesh machinery is a fusion of plant matter
and manufactured materials. This equipment
cannot be deprived of moisture for more than
one standard hour, or it ceases to function properly. The Ergesh have their own versions of
comlinks, hand computers, and an odd device
known as a sensory intensifer, which serves the
Ergesh in the same way that macrobinoculars
serve Humans.

The Ergesh Starjumper

Ergesh
Attribute Dice: 12D
Attribute Minimum/Maximums:
DEXTERITY 1D/3D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 2D/4D
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Body Annor: +2D to physical, + ID to energy

Move: 6/10
Size: 1.5-2.1 meters

Ergesh Society
In their dealings with each other, Ergesh are
honest and fair. Theirs is asocietywith no classes,
no discrimination, no wants. There is no crime
among the Ergesh. Property is a communal thing,
to be shared each according to his own need.
This utopian situation quickly breaks down
when off-worlders are placed into the equation.
Ergesh are often taken advantage of by unscrupulous off-worlders, but fortunately, there are
usually New Republic agents around to undo the
damage, or more travelled Ergesh able to come
to the aid of their naive kinfolk.
Ergesh do not use money, but instead rely on
a barter system. The only place credits are used
(or even accepted) is Outworlder City.

214

The Starjumper is an organic vessel, resembling a huge brown cylinder 30 meters wide, with
long green tentacles trailing from the hull. The
Starjumpers are biologically-engineered creatures, not life-forms native to Ergeshui. The tentacles act as navigational, fire control, and communications appendages for the ship-creature.
This versatile vessel is able to make planetary
landings.
All Starjumpers are sentient, thinking creatures whose huge bulks can survive the harsh
rigors of space. In fact, the Ergesh and the
Starjumpers share a symbiotic relationship. The
ship derives sustenance from the Ergesh's bodies, and the Ergesh get to where they are going.
Most Starjumpers have unique personalities, and
are treated by the Ergesh as trusted friends or
clan members.
Starjumpers have the abilityto self-repair battle
damage. Consider the ship to be a character, and
allow it natural healing rolls, except that it may
only perform this action (and no other) once
every three hours.
The interior of aStarjumperis covered in a layer
of muck. The Ergesh control the ship by touching
their tentacles to certain areas of the ship, which
causes particular systems to activate.
Ships cannot reproduce. Instead, they are
"grown" in the tidal flats. It takes six months to
"grow" a Starjumper.
Starjumpers are useful for exploration and
trade, but are too fragile to be used as blockaderunners or fighting ships. Unfortunately, the ships
are useless to Humans and their associated species as only an Ergesh can manipulate the controls.
In addition, the Starjumpers have a nasty tendency to be quite argumentative. They dislike
combat, and even show a marked reluctance to
visit certain planets where they have had bad
experiences.

Starjumper
Craft: Ergesh Starjumper

Type: Customized biological vessel


Scale: Starfighter
Length: 200 meters

Skill: Space transports


Crew: 50, gunners: 5, skeleton: 30/+ 10

The Star Wars Planets Collection

~?U~"~==================================:.!E!:lrg~e;;s:!:h~Uj

ERGESHUI DIAGRAM

The Star Jumper

Crew Skill: Space transports 40, starship gunnery 40+ 1

Passengers: 30
Cargo Capacity: 400 metric tons
Consumablcs: 6 months

Cost: Not available for sale

Hyperdrlve Multiplier: x6
Hyperdrlve Backup: x22
Nav Computer: Yes

Maneuverability: 10

Space: 2
Atmosphere: 225: 650 krnh

Hull: 3D
Shields: 2D
Sensors:
Passive: 30/10
Scan: 40/20
Search: 50/20+2
Focfls: 4/30
Weapons:
Electrical Beam
Fire Arc: Front

Crew: 5
Skill: Stars hlp gunnery
Fire Control: 20+2

Space Range: 1-3/7/10


Atmosphere Range: I00-30D/7001l km

Damage:5D

Erglush
The capital city of Ergeshui is Erglush, located
on the continent of Ersheg.ln fact, Erglush is one
of the few cities on the planet.

The Star Wars Planets Collection

Buildings average 40 meters in height, and are


composed of mud and other organic matter. The
two favorite architectural designs are tall columns or squat pyramids, with no doors but plenty
of window openings.
BUildings of Ergesh design are either solitary
living creatures or an amalgam of symbiotic life

forms. No doors are needed because the buildings know who they belong to. Each Ergesh has a
specific tentacle/stalk configuration unique in
the same way as human fingerprints, and Ergesh
buildings can tell members of the species apart.
Ergesh buildings have ramps instead of stairsindeed, stairs are unheard of, and there is no
such word in the native language.
Ofl-worlders are permitted to visit Erglush,
but the vast majority prefer Outworlder City,
which is connected to Erglush by the Living
Monorail.
Erglush is also home to the Industrial
Swampfields, located on the outskirts where the
tidal flats begin. These huge fields are used to
grow the organic machines that power Ergesh
society. One entire section is devoted to the
growing of Starjumper organic spaceships. The
Industrial Swampfields produce products around
the clock, and are constantly manned by over
2,000 Ergesh workers and farmers.

215

~E!:rgil:e;;S~hl.!U!!i==================================:::;~'TAA...
WAIU""""

The Living Monorail


This transportation system consists of two
huge vines, each stretching from Erglush to
Outworlder City. Both vines are fixed in place by
root systems, which also serve to nourish them.
On each vine is a bean-shaped growth that actually slides along the length of the vine, propelled
by methane gases and a photosynthetic charge.
The growths are the "cars" of the monorail, and
each holds up to 40 Ergesh (for counting purposes, one Ergesh equals two Human-sized passengers). The cars make the run between the two
cities in four hours. Thus, every fourth hour of
the day, a car leaves both cities.
Passage on the Monorail is free. The trip is
non-stop. The cars are living entities that move
by instinct.

Outworlder City
This area is also called Dry Ground, Safe At
Last, Sanity, and, in the Ergesh tongue, Oorlglush.
Outworlder City is protected by a transparent
dome, and climate-controlled to maintain a comfortable humidity level and a constant temperature of 20 degrees Centigrade.
The city was constructed 30 years ago to take
care of off-worlders who visit Ergeshui and cannot tolerate the climate and the land. Outworlder
City is built on huge metal supports that raise it
above the soggy terrain.
The starport, such as it is, is located just
outside the dome, where a mechanical monorail

216

shuttles people back and forth. Expanding the


starport is the next thing on the Ergesh agenda.
At any given time, Outworlder City has 50,000
aliens living, working, playing, and resting within
it. There is a permanent staff of 5,000 aliens who
work the businesses and run the services. There
is a perpetual quest for more workers, and the
pay is good.
Very few Ergesh ever enter Outworlder City,
as most of them consider it to be too sterile.
Plasticretesidewalks, metal walkways, and stairs
are things that almost every Ergesh considers
offensive. Still, there is an Ergesh Relations Office, staffed by 10 of the natives. The building is
an Ergeshui living construct and is located at the
base of the dome, where it can tap into the
"healthy" soil of the planet just past the shield.
The New Republic keeps a small embassy
staffed with 30 Humans in Outworlder City. They
have the necessary equipment to communicate
with ships entering the system or close to it. The
head of the embassy is a young man named Arvin
Tadle, a competent bureaucrat.
Outworlder City also contains the usual facilities so vital to spacefarers, such as bars, restaurants, medical facilities, equipment shops, casinos, and hotels.
Weaponry is tough to purchase on Ergeshui,
even in Outworlder City. The Ergesh weapons
are not for sale, and the only weapons that can be
purchased are melee weapons and blaster pistols. One needs a license for the laller.

The Star Wars Planets Collection

~~~"~====================================:..,!;E!:rg~e~s~h~u~i
Several galactic corporations have offices in
the City, especially those that aspire to purchase
harvesting rights to some of Ergeshui's flora.
Unfortunately, not all of these companies have
the best interests of the Ergesh in mind.

The Communal Pool


Located on the smaller continent of Quesh,
this is a great, miry swamp pool with especially
heavy vegetation. The swamp is flooded with the
Ergesh equivalent of water, four meters deep.
Several odd columns of plant life, arranged in a
geometric pattern, mark this spot The Pool is the
Ergesh equivalent of a governmental meeting
hall. Every month, the heads of all of the clans
gather at the Communal Pool for a continuous 40
hour meeting, in which all planetary business is
conducted.
There are 80 clans, each with about 10,000
members. Each clan leader, the eldest Ergesh in
the group, brings one Ergesh as an aide and
ceremonial security guard.

Travelling From Ersheg to Quesh


Intercontinental travel is achieved by huge
airships, much like dirigibles. The air sac is made
up of giant plant spores attached to each other.
A gondola made of hardened mud and plant
matter is attached to the underside of the air sac.
The gondola can hold 20 Ergesh, the Human
equivalent, or a combination of the two.
The airships run from Erglush to the Communal Pool. The trip takes 20 hours, with one airship
departing each point every 20 hours. Intercontinental travel is not in heavy demand. Only when
the clan leaders get together is there heavy air
traffic, as extra airships are added to handle the
increased demand.

Creatures of Ergeshui

Armor: +2D physical, +10 energy


Bite: Strength damage. but if attack succeeds by 10 or more
points, prey is swallowed whole
Move: 14 (swimming)
Size: Up to 3 meters long
Scale: Creature

Muckworms (Garool)
Muckworms are the deadly enemies of Ergesh
as they are one of the few creatures on the planet
that pose a threat to the aliens. They are vicious
predators that hunt in groups of three to eight
creatures; they are home in water and on land.
Once they have successfully bitten a target, they
will drain fluids from the target, causing an additional 2D damage every round they do so.
Muckworms
Type: Carnivorous worms

DEXTERITY 3D

PERCEPTION 2D
STRENGTH 6D

Special Abilities:
Bite: Only causes 41) damage, but causes 2D damage every
additional round by draining fluids. After a muckworm
has clamped onto a victim, the victim must make a suc-

cessful opposed Strength roll to pull the muckworm free.


Move: 19 (crawling and swimming)
Size: Up to 2 meters long
Scale: Creature

Nemats
Nemats are flying insects known for the shrill
nature of their buzz and their agonizingly painful
sting. They generally prey on small swamp creatures, but swarms of up to 100 insects have been
known to attack Ergesh and aliens.
Nemat
Type: Insects
DEXTERITY 6D

PERCEPTION ID
STRENGTH ID
Special Abilities:
Bite: STR+ID damage
Move: 9 (flying)
Size: 25 centimeters long, 50 centimeter wingspan
Scale: Creature

Swamp Skimmer (Garalalesh)


"Swamp skimmers" are one of the more dangerous hazards of Ergeshui. They swim silently
through the muck and waters of the swamps
waiting for unwary beings to pass by. They are
immense reptilian creatures with immense
mouths. They try to swallow prey whole (they
need to beat the difficulty number by 10 or more
points to do this).
Swamp Skimmer
Type: Swamp predator
DEXTERITY 5D

PERCEPTION 2D
Sneak 50
STRENGTH 6D

Special Abilities:

The Star Wars Planets Coflection

Adventure Idea
Imperial agents have been smuggled into the
swamps of Ergesh, with orders to carry out a
deadly research project: an effort to breed a
larger, more vicious version of the nemat. It is

believed that a swarm of such creatures would


be sufficient to drive away the Humans staffing
the New Republic's embassy and leave the planet
wide open for Imperial takeover (after, of course,
the bugs were eradicated by aerial spraying).
Such a scheme, if successful, could result in
the enslavement of the Ergesh and the destruction of their fragile ecosystem. The characters
must find a way to stop the Imperial scientists
before their experiment goes too far.

217

E~rg~e;:s2hl!u~i.:==================================~ITAR
;;;E
WAIU""""

Adventure Idea
A team of mercenaries has recently arrived on
Ergesh. Their plan: steal the secrets of the
Starjumper, along with a few Ergesh, and deliver
the vessel to a wealthy "collector" who wants to
add the ship as an oddity in his private holdings.
It is up to the characters to stop the mercs
before they succeed in escaping off-planet with
their captives.

Adventure Idea
Large portions of the population of Erglush
are being ravaged by a mysterious disease that
causes their bodies to dehydrate, inevitably bringing death. Ergesh scientists have discovered that
the only possible cure lies in the genetic structure of the muckworm, necessitating the characters' travelling into the swamp to capture some
of the creatures.
Unfortunately, not everyone wants them to be
successful. A traitorous Ergush, in the employ of
the Imperials, pursues them, sabotaging their
equipment and attempting to leave them at the
mercy of the swamp.

Adventure Idea
The New Republic embassy tracked something that crashed on the continent of Ersheg,
but they are not sure what it was. Due to its
trajectory, they do not believe it was a natural

218

object. Impact point is near the halfway mark of


the living Monorail. The party is asked to investigate. A monorail plant car will be conditioned to
stop at the halfway point for the characters, and
another will be by four hours later to pick them
up. The ride from Outworlder City to the halfway
point takes two hours.
The object in question is a TIE lighter from the
Star Destroyer Dark Nebula, the latter on a raid
mission. The lighter was disabled and forced to
make a crash landing on Ergeshui. The crash site is
an hour's march from the monorail dropoff point.
The pilot is still alive and is effecting repairs to
his cralt and its distress beacon. He is desperately
trying to call in help from his squadron comrades.
The pilot will fix his distress beacon in a few hours.
Help will arrive in the form of TIE lighters, a few
hours alter the call goes out.
If the pilot is captured alive, it is possible for
the characters to get information out of him
about the Star Destroyer's planned raid on a
neighboring star system under New Republic
control, to take place two days from now.
If the characters approach the New Republic
embassy with this information, they will be informed that there are no Republic ships in the
area, and their communications equipment does
not have the range to reach past the system. The
New Republic will suggest that the characters try
to outrun the Destroyer and reach the system to
warn them.

The Star Wars Planets Collection

~~~"~====================================:!E~r~g~e~sh~ui
Adventure Idea

Adventure Idea

Loprana Soil-Enrichers is a corporation with


branch offices on many planets, some Imperial,
some New Republic, some neutral. Loprana has
an office in Outworlder City, and it is a representative from that office that calls the characters in
order to hire them.
The executives from Loprana want a team to
investigate the Industrial Swampfields and take
holo footage of the operations. Note that the
executive will attempt to recruit the characters
almost as soon as they land. Loprana wants to get
a group of off-worlders who have not yet had
much exposure to the Ergesh, so the corporation
can feed the visitors propaganda about the
Ergesh, as well as passing themselves off as the
characters' best allies on the planet.
The New Republic embassy has their eyes on
Loprana, since they know how unscrupulous
that particular corporation is. They will assign
four agents to tail the party. Once the agents see
the party taking shots of the Swampfields, they
will confront them and attempt an arrest, bringing along several Ergesh to make the whole procedure official.
The characters will have to convince the agents
that they were unaware of Loprana's duplicity. In
order to clear their names, the characters may
have to be part of a sting operation to nab
Loprana's executives in the act. This will be
highly dangerous, since it is common knowledge
that Loprana has hired muscle to keep their
offices safe and their informants honest.

An Imperial plot is afoot to destroy the clan


heads when they meet at the Communal Pool.
The Empire has hired a bounty hunter and provided him with a specially engineered poison
which can overwhelm even the amazing Ergesh
immune system. The bounty hunter has a gang of
five outlaws.
The bounty hunter arrives at the Outworlder
City starport in his light freighter and begins
asking the right people questions about Ergesh
habits. The bounty hunter has three airspeeders
to help him and his men to get around, and to
carry the poison.

The Star Wars Planets Collection

Adventure Idea
An Imperial sympathizer was discovered in
Outworlder City and has escaped. He stole a
landspeeder and roared off to the north. The
characters are hired by the New Republic to
bring him back. They are provided with a
landspeeder.
The sympathizer is following the Living Monorail trail north to the city of Erglush. Since he is a
recent arrival on the planet, he is unaware of
what the capital city holds. Once he arrives at
Erglush, he will realize his mistake and continue
north, unaware that he is riding on a tidal flat that
will soon be flooded.
Among suggested hazards/encounters for the
characters are: swamp skimmers, Ergesh parties
out for a stroll, and tidal shifts. As an extra
wrinkle, the sympathizer could have friends lurking in the tidal flats with a light freighter. He is
supposed to rendezvous with them so that they
may get him off the planet.

219

FF:tY02.d~02.S~===================================;:5TAA...
WARS""""

Fyodos
Fyodos

on a major trade route. The Empire did not even


bother naming the planet nor its moons. Only the
star was given a name to facilitate mapping. The
term "backwater" planet has'shown up on every
Imperial scouting report for Fyodos. The massive asteroid belt on the outer limits of the system is a navigational hazard.

Type: Temperate Forest


Temperature: Temperate

Abnosphere: Type I (breathable)


Hydrosphere: Moderate

Gravity: Standard
Terrain: Forest, grasslands, mountains
Length of Day: 20 standard hours
Length of Year. 360 local days
Sapient Species: Humans, Galidyns (N)
Starport: Landing field
Population: 200,000
Planet Function: Homeworld
Government: Tribal
Tech Level: Feudal
Major Exports: None
Major Impol1s: None

System Summary

System: Tatrang

Star. Tatran (red giant)


Orbital Bodies:
Name
Planet Type
Tatraog I
desolate searing rock
Talrang II
desolate searing rock
Tatrang III
poisonous jungle
Fyodos
temperate forest
Tatraog V
Tatrang VI
Tatrang VII

desolate mountainous
gas giant
gas giant

Tatrang VIII

asteroid belt

Moons

o
o

3
3
2

23
11

World Summary
Fyodos is a world of faded glory, a retrograde
culture that has toppled from the apex of high
technology into the dark abyss of barbarism and
technophobia. The people of Fyodos are a proud,
strong people, adhering to a strict warrior code
and tribal customs.
The Fyodoi hatred of technology stems from a
devastating war called the "Great Cleansing."
Their great cities lie in ruins, many with technological artifacts hidden within them, but such
areas are strictly taboo.
Fyodos has three moons, Lifemoon,
Deathmoon and Warmoon. The latter is home to
an old, abandoned pre-Cleansing base.
The planet and its system were mapped by the
Empire, but the planet was judged to be too
troublesome for purposes of base construction.
Fyodos' location has no strategic value, nor is it

220

Tatrang IV, otherwise known as Fyodos, is the


only habitable planet in the Tatrang system. It
has three moons, their real names lost in the
Great Cleansing, and they are now called Lifemoon, Deathmoon and Warmoon. The people of
Fyodos, centered on the continent of Tharak, are
barbaric and superstitious.
On Deathmoon and in the mountains ofTharak
on Fyodos, twin energy pulses go off at eighthour intervals. These are the automated beacon
systems of the two remaining bases in the Fyodos
system.
Tatrang I-III are commercially worthless.
TatrangV has rich ore deposits never touched by
the ancient Fyodoi. Tatrang VI and VII are ringed
gas giants with little economic value. The asteroid belt surrounding the system contains trace
minerals. The largest asteroid is big enough to
hold a small scout base.

Getting Into the System


The asteroid belt around the Tatrang system is
a treacherous navigational hazard. In order for a

System Datafile
Tatrang system, star: Tatrang, red star.
One terrestrial planet, Fyodos. Imperial
astrocatalog designation Tatrang IV. Lowtech retrograde-Human population, no
known strategic resources. Mapping and
exploration of planet incomplete. No known
Imperial installations to date. No known
political inclination.

The Star Wars Planets Collection

~,=~;::====================================:.F~yt::0~d~OS

ship to get through, an appropriate piloting roll


must be made. The number of these rolls required,
as well as the difficulty of the task, is determined by
the speed of the vessel as it travels through the
belt. The slower the ship goes, the easier it is to
avoid asteroids and other debris. The gamemaster
should askthe pilot's player howfast he intends to go.
It is also possible for a ship to come to a
complete stop while in the belt. For every five
minutes spent "on station" in the belt, the pilot
must make a Moderate piloting roll.
Failing a piloting roll while passing through
the asteroid field means an asteroid has hit the
ship. Roll 10 and consult the Asteroid Damage
Table to determine exact damage. All damage
listings are for starfighter scale. If the pilot fails
the piloting roll by more than 10, add a + I to the
Asteroid Damage Table roll.

Fyodos
The planet Fyodos has three major continents,
Roh, Kaled and Othlos, along with several scattered islands. Only Roh contains any remnant of
the humanoid race known as the FyodoL
Kaled and Othlos are overgrown into huge
wildernesses, dominated byvast forests. Forests
are also a frequent feature on Roh, but the presence of the Fyodoi has cre,ated a demand for
wood for houses, fuel and such, leading to the
clearing of more and more land.
Average temperature on Fydos is 20 degrees
Centigrade in the daytime and five degrees at

The Star Wars Planets Collection

night. These temperatures run 20 percent higher


in summer months and 20 percent lower in winter months.
In terms of fauna, Fyodos is a haven for predators, grazers, scavengers and birds.

Faded Glory
Centuries ago, the planet Fyodos was home to
a technologically advanced culture. The Fyodoi
had a thriving space program, having explored
their own moons and their nearest neighboring
world, Tatrang V.
The three continents of Fyodos were each
populated by a race of Humans of similar technological level but widely disparate philosophical
beliefs. Though they sometimes cooperated, relationships between the various groups could
best be described as strained.
Tensions eventually reached such a point that
war broke out between the three lands. The battles
escalated until weapons of mass destruction were
brought to bear - so thorough was the devastation that the war came to be known as the "Great
Cleansing." The cities and entire populations of
KaIed and Othlos were wiped out and the third
continent, Roh, suffered 90 percent casualties. Its
cities, too, suffered grievous damage,
Survivors made a point of avoiding the ruined
cities, fearful that they might somehow still harbor enemies capable of strikes. Instead, the refugees wadered off and began living on what little
uncontaminated land remained.

221

FF::r:Y~O~d~O~S~====================================::;:
WARS""""
STAR...
Years turned to decades, and then to centuries. The people regressed, coming to shun technology, which was seen as the cause of the Cleansing. It became taboo to approach or touch any
form of technology more complex than that produced during the planet's medieval period.
The Fyodoi now dwell in stone and thatch
huts, their society built around a tribal structure.
Nature has slowly restored the other two continents to habitable status, and they are now populated by dozens of species of wildlife. The remaining Fyodoi have no interest in travelling
across the sea, and in fact the overwhelming
majority of the people are unaware that other
continents even exist.
Each tribe is led by a chief, with the largest
extant group being the Roh. Once per season, the
tribal leaders gather together for a sacred ritual
called the "summat." The chiefs gather in the
middle of a circle of straw huts constructed
especially for the ritual. All of the chiefs then
begin yelling at each other, spouting gibberish,
and continue this for four hours. At the end of
that time, the chiefs rise up and set all but one of
the huts aflame.
What the chiefs are doing is reenacting the
prelude to the "Great Cleansing" and a symbolic
version of the war itself. After this is done, the
chiefs have a great feast, and talk about tribal
concerns.
Every tribe also has a shaman. The title of
shaman is hereditary. Each shaman teaches his
son the secrets of the tribe. The greatest tribal
secret is the fact that each tribe settled around a
pre-Cleansing supply dump. As the people fled
the great cities, they found refuge in shelters that
contained food, equipment and weaponry. The
only supplies now left are hundreds of thousands
of rounds of slugthrower ammunition. Slugthrowing weapons are the only pieces of advanced equipment the Fyodoi are allowed to
carry by tribai law, a special dispensation made
so that the tribes could defend themselves from
predators (in essence, the shamans are ammunition supply officers).
Once every six months, the shaman of the Roh
tribe makes a solitary pilgrimage to the stillfunctionIng Tharak military installation. There
he utters incantations and presses certain buttons and levers in a sequence handed down
through the generations. What the shaman is
actually doing is resetting a pre-Cleansing "doomsday weapon" with a six-month time cycle. Were
the countdown allowed to reach zero, the thricedaily energy pulse sent to Deathmoon would be
cut oil, triggering the launching sequence for
literally hundreds of atomic missiles, which would
impact around the planet, almost certainly completely poisoning the world.
Visitors to Fyodos are most likely to encoun-

222

Asteroid Field Travel Table


Speed
1-2
3
4
5-6
7*

Difficulty
Very Easy
Easy
Moderate
Difficult
Very Difficult

Asteroid Damage Table


Roll
I
2
3-4
5
6
7

Asteroid Size
Tiny
Small
Medium
Large
Very Large
Shipwreck*

Damage
10
2D
3D
4D
7D
8D

*Gamemasters should determine the exact


nature of the wreck, including how much of
the ship in still intact and whether or not
any cargo is salvageable. In all likelihood,
there will be no survivors on board.
ter the Roh tribe, led by Kalor. He has a wife,
Alyak, and two sons, Dubeh and Meerak. The Roh
shaman is named Tseeach. In a pouch on his belt
is a high-tech device, a receiver which emits a
high-pitched hum ilthe silent alarm at theTharak
installation should be tripped. Tseeah's son, Erloi,
is in training to become shaman someday.
Tseeah's hut is always guarded by a Fyodoi
warrior. Within are old technical manuals, detailing the repair and maintenance of electronic
equipment and slugthrowers.
Average Fyodoi. Dexterity 3D, brawling parry
4D, dodge 5D, {ireanns 3D+2, melee combat 7D,
melee parry 6D, missile weapons SD, Knowledge
2D, survival5D, Mechanical2D, beast riding 4D+ 1,
Perception 1D, bargain 2D, hide 5D, sneak 2D,
sneak 5D, Strength 3D, brawling 7D, climbing!
jumping SD, lifting 6D, stamina ?D, swimming 6D,
TechnicallD. Move: 10. Slugthrower (3D+ 1), spear

(STR+1O+1), knife (STR+ID).


Fyodoi usually hunt in groups of five. The
average Fyodoi is loud, boisterous, narrowminded, stubborn and a born warrior. They are
friendly to those who show them friendship and
formidable enemies to any who dare attack them.
It is ironic that the Fyodoi blame technology for
their demise, when it is quite clear to even the most
casual observer that the Fyodoi tendency to launch
themselves enthusiastically into combat is in large
part to blame for their plight. Their racial memories are apparently strong, however -though it is

The Star Wars Planets Collection

~ti~R~==================================:.~FY~02:d~O~S

permitted for tribe members to fight amongstthemselves given sufficient provocation, war with other
tribes is expressly forbidden.

Landing Point
The remains of a starport, with nothing more
than a single runway extant, lies 14 kilometers
north of the Roh village. An underground transponder still broadcasts a signal intermittently.
Any ship which approaches the planet will pick
up the signal, which is a variant of the accepted
landing field signal. Anyvessel's navsystems can
be used to determine the source of the signal.
The landing point is always patrolled by 2D
Fyodoi, who are unaware of its significance, but
post guards as one of many timeless traditional
ceremonies.
Fyodoi CustomsfTrade
Fyodoi areexpert hunters and blacksmiths. They
are usually clad in armor made of hides and tanned
leather and they carry spears, bows and arrows,
daggers, swords and slugthrower pistols.
The various tribes enjoy trading with each
other. Any off-worlders who arrive (courtesy of
the landing point) will find the Fyodoi to be
enthusiastic traders. They particularly covet intoxicants and will always be willing to trade for
such substances. Trades involving weapons or
ammunition must be conducted with the shaman. While the average Fyodoi understands how
to load, aim and fire a slugthrower, they all
believe that the shaman makes the "magic metal
The Star Wars Planets Collection

stingers" by some holy ritual.


In point of fact, a precious few off-worlders
have landed on Fyodos and conducted trade
with the planet's residents. However, the traders' accounts of a planet with huge, flying lizards
(the Galidyn) and men chasing them with primitive swords have been dismissed as tall tales.
Justice among the Fyodoi, for crimes such as
breaking taboos, stealing, etc. is trial by combat,
usually a sword duel over a fiery pit. Occasionally, offenders are tossed into caverns inhabited
by carnivorous beasts.
Taboos include going to a technology spot,
entering a shaman's home unbidden, offering to
the Fyodoi or using in their presence any sort of
advanced technology (except slugthrower firearms). Things which cause offense but are not
considered taboo include talking about the benefits of high-tech equipment or openly displaying
such artifacts.
The sight of aliens does not bother the Fyodoi,
though if the alien is reptilian in appearance,
there may be some initial suspicion of his intentions (due to the Galidyns). Droids are regarded
as demons and will be attacked immediately, as
will any who accompany them (no doubt thralls
of the creature).
The Fyodoi cannot comprehend the concept
of ahugegalactic war. They will not choosesides,
New Republic or Imperial. Rather, the Fyodoi
wish to be left alone so they can hunt, fish, make
weapons and kill Galidyn.

223

FF~y~o~d!l;o~s.:====================================:::;~
WARS""""
STAR
Fyodoi written language can be considered
obscure for purposes of comprehension.

The Force and the Fyodoi


If any character uses the Force in front of a
Fyodoi, the tribesman will consider the character to be some sort of deity. While this may seem
amusing at first, it will turn deadly serious when
the tribe insists on keeping the deity in their
camp forever. And they are just as willing to
worship a dead deity as a live one.

The Moons of Fyodos


The three moons, Lifemoon, Deathmoon and
Warmoon, all go through normal lunar cycles.
According to the Fyodoi, battles are best fought
when Warmoon is full. This includes hunting the
Galidyn. When Deathmoon is full, superstitious
fear grips the tribes (this can be explained, in
part, by the fact that, when full, this particular
satellite resembles the withered face of a corpse.)
A full Lifemoon means parties, marriages and
coming-of-age tests. The Fyodoi even seem less
fearful of the Galidyn at this time and spend less
energy hunting the creatures.
All of the moons are airless chunks of rock,
with very little in the way of minerals or other
resources. They are devoid of life.
When the moons come into conjunction, a
unique gravitational flux is created. This has the
effect of agitating the upper atmosphere of
Fyodos, producing an aurora borealis effect. This
also causes interference with sensors and communications for up to 20 hours.
The biggest event in Fyodoi culture coincides
with the conjunction of all three moons, which
takes place once every 190 days. The event is called
"the Gathering," and features a huge feast attended
by all the chiefs and shamans, along with at least
100 members of each tribe. Tests of skill and
combat prowess are featured, as well as children's
rites of passage into adulthood. The Gathering's
commencement is signalled by the aurora borealis
that marks the lunar conjunction.

The Tharaklnstallation
The Tharak installation once served as an
orbital control site, monitoring and routing space
traffic. Hidden inside a mountain, most of the
installation's lightpanels, environmental controls
and other machinery still functions. The signal
beacon is located at the mountain's peak. Unauthorized intrusion into the installation triggers a
silent alarm and a signal relayed to a device
carried by the shaman. The shaman will bring the
chief and 20 men with him to investigate, as the
alarm means that a great taboo has been broken.
There are any number of tools and spare parts
here which can be salvaged for use by the charac-

224

ters, including power cells for energy weapons and


ammunition for slugthrowers. The installation also
comes equipped with comfortable barracks, med
facilities and communications gear, which gives
evidence of the existence of a base on Deathmoon.
The most amazing thing here is the holo-globe
of the planet. This two-meter-wide hologram also
shows the exact location of the three moons.
Small points of light represent the Tharak installation, the Deathmoon base, the landing strip,
the player characters' ship and any other vessel
in orbit, all in their correct positions.
The Galidyn have no understanding of what
the installation was used for, but they watch over
it once the shaman leaves. Because they have a
poor understanding of Fyodoi technology (despite the advanced nature of their own devices),
they have been unable to decipher the nature of
the base. This place is a very likely spot for
visitors to meet a Galidyn.

Report from Imperial Scout XX298-8


Upon achieving orbit around the only
habitable planet in the Tatrang system, I
immediately began performing the necessary geo/bio surveys. After a few hours, a
blip of energy showed up on the primary
continent, followed by what seemed to be a
response blip from the second largest moon.
Ibrought my ship to a landing on the moon
and found little more than a small observation base, abandoned of all life. I was unable
to penetrate the lower levels of the base, but
huge power generators, inactive at the time,
were detected by my scanners.
Making a landing on the planet, I was
amazed to find a squad of primitive men
brandishing archaic melee weapons. They
seemed agitated at my presence, with their
anger specifically directed at my equipment. After dispatching them, Iinvestigated
the other base and found an automated
communications relay station.

It is my belief that the planet cataloged as


Fyodos was once home to a technologically
advanced society, which somehow collapsed over the course of time. In myopinion, the Empire has no use for such a place.
I was not sure if I should include this, but
when I got back into my ship and took off, I
had a near collision with a huge flying lizard.
There must have been some actual damage
done to the ship's external audio receptors,
because it appeared that the lizard turned to
me and said, 'Terribly sorry, my fault!"

The Star Wars Planets Collection

~~~"~================================::.!F~Y:::O~d~O~S
FYODOS DIAGRAM

t
Landing

Ruh Village

)I

Tharak

Installation

1?1~ 'n~~~

[3

o 8~c,~~ ~,;re", . J:3

a ~(f
IJ>l!J crt <$> ~-

~'

Deathmoon Base
This small base on Deathmoon was built to
accomodate 24 soldiers. Besides communications dishes, sensor arrays and telescopes, the
base contains enough equipment to make the
base the equivalent of a limited services starport.
Of course, the base is abandoned, but in excellent shape, since there are no natural forces to
produce wear and tear. The base is still functional, and all energy and environmental controls are in working order. There is even fuel still
in storage.
Characters must make a Difficult security roll
to be able to enter the base's lower levels. Once
in these levels, they may learn of the missiles in
the base.
Accessing the base computer gives an account of the staff's indecision regarding whether
or not to return to Fyodos during the crisis, stay
put on the base, or even strike out for other
planets. During the Cleansing, they received orders to launch the missiles, but in light of the
overwhelming carnage they had witnessed,
couldn't bring themselves to launch the attack.

The Star Wars Planets Collection

Eventually, some left for the planet (and were


subsequently incinerated). After the war ended,
it initially appeared that no one on Fyodos had
survived. Thus the personnel remaining on
Deathmoon abandoned the base for otherworlds.
The computer also contains records regarding the missiles present on the moon. Getting
that information out is a Difficult computer programming/repair skill roll. The missile silos are
located in a crevasse 10 kilometers northwest of
the base. The crevasse is eight kilometers deep,
but not wide enough to hold anything larger than
a light freighter.

The Galidyn
Galidyn are huge, scaly lizards with small prehensile forepaws. Though most Galidyn are about
five meters long with a lO-meter wingspan, some
specimens grow to only two meters in length,
with a four-meter wingspan. Possessed of keen
intellects and great curiosity, Galidyns prize ideas
and discussion above all else, though every once
in a while they "go native" and prey on some of
Fyodos' wandering herd animals.

225

FF:t::t:0~dO~S,:====================================:::;:;'TAA-.
WAUAs a rule, the average Galidyn would rather
launch into an analysis of Fyodoi combat tactics
than actually fight them. However, their keen
intelligence and impressive vocabulary should
not be considered a sign of physical weakness.
When angered, a Galidyn makes for a formidable
foe.
These lizard creatures have a lifespan of thousands of years, and many remember the "Great

226

Cleansing," at least well enough to appreciate the


irony of that name. The Galidyn avoided the
deadly weaponry of the Fyodoi through natural
underground shelters not known by the Fyodoi
and hibernating for a good century or two. Many
Galidyn still perished, but the vast majority of the
race survived. Current Galidyn population stands
at roughly 40,000.
Nowadays, all attempts to communicate with
the primitive Fyodoi have
proven futile. With all
records of their past expunged, the Fyodoi consider the Galidyn to be heinous, technology-worshipping monsters. In truth, the
Galidyn feel sorrow and
pity for the Fyodoi, but realize that attempts to reeducate them would be
wasted, at least under the
current conditions.
When a Galidyn takes
flight, it is a majestic thing,
indeed. To the paranoid,
superstitious Fyodoi, the
sight of a flying Galidyn is a
terrifying omen of death.
The Galidyn speak the
same language as the
Fyodoi, except that the lizards speak it in its purest
form, while the Fyodoi
speak a corrupted, highly
altered form of the language. A Galidyn who tries
to speak to a Fyodoi runs
the risk of having the Human understand only a few
of the lizard's words and
misconstrue the intent of
the conversation (perhaps
seeing it as an attempt to
lure the Human to his
doom).
Galidyns have underground complexes, completewithmanytechnological devices. These communities are located in the
mountain ranges north of
the Roh village.
The Galidyn reproduce
by laying one egg every
century. Each young is
cared for by its immediate
family, then educated in the
Galidyn "school system,"
usually by an elder Galidyn

The Star Wars Planets Collection

~t;~"i=============================-~FY~O~d~OS
whO teaches history,
hunting, mathematics,
language, aerodynam-

Galidyn

ics, computers and

medicine. The species


has a participatory democracy and ali
Galidyn who complete
their instruction successfully can participate.
The Imperials remain unaware of the
presence of Galidyn on
the planet. When initial probes and scouting parties landed on
Fyodos, the Galidyn hid
themselves and used
their sensor-jamming
equipment to avoid
detection. The only encounters between Imperials and Galidyn
have been accidental
in nature, and written
off by the Empire as
hysteria-induced fiction on the part of their
personnel.

_Galidyn
Attribute Dice: 16D

Attribute Minimum/
Maximums:
DEXTERTIY 2DjSD
KNOWLEDGE 2Dj4D+2
MECHANICAL IDj3D
PERCEPTION 3DjSD
STRENGTH 3Dj6D+2
TECHNICAL IDj4D
Special Skills:
Strength skills:
Flight. Time to use: one
round. This is the skill Galidyns use to fly. They begin with
a flying speed of 35 and may improve their flying speed as
described on page 15 of Star Wars: The Roleplaying Game,
Second Edition.
Special AbIlIties:
Armor: + 1D energy and physical
Fangs: Do STR+2D damage
Story Factors:
Mistaken Identity:The Humans on Fyodos thinktheGalidyns
are treacherous monsters.
Move: 12j15 (walking), 35/45 (flying)
Size: Up to 5 meters long

Galidyn Society
The average Galidyn community is comprised
of a few hundred beings. The communities are
located at least one kilometer below the planet's
surface, and consist of caverns filled with
lightpanels, electronic gear, security alarm systems, environmental control systems, geothermal

The Star Wars Planets Collection

power plants, fungus parks, and living quarters


made of refined metal and plastics. Several communities are often united to form a city. Average
Galidyn population in one of these cities at any
given time is about 5,000.
There are eight cities, each ruled by a Galidyn
whose title is "Steward." The closest city to the
Roh tribe has a Steward named Ssseeeeseetek, a
4,OOO-year-old Galidyn who is clearly the oldest,
strongest and most respected member of the
species on the planet.
Anyoff-worlders spotted with high-tech equipment will be escorted to an open meeting place
called the "Crater of Debate," and asked to explain themselves and where they have come
from. It is very possible that some particularly
eloquent heroes may be able to convince the
Galidyn to support the Republic, butthe majority

227

-FF~Y20~d20~5===================================:;:;STAA
WARS""""
of the great creatures will not consent to leave
their planet. Instead, they will vigorously defend
the planet from any Imperial incursions, as well
as aid the Republic in setting up a base on one of
the abandoned continents. (Some Galidyn may
be persuaded to venture out into space, providing they are promised intellectual stimulation
and problem-solving.)
Bear In mind that the Galidyn are the truly
civilized species on the planet. They can boast of
scientists, physicians, philosophers, technicians
and the like.
The Galidyn will be absolutely delighted to see
manifestations of the Force. Their scientists and
philosophers have debated the existence of an
"all-encompassing energy field in all things," but
have not been able to either prove or disprove its
existence.

Lesynn
Lesynn are small avians noted for their gorgeous golden plumage and delicious meat. They
nest in the forests of Fyodos, feeding on insects
and vegetation. Their song is said to be a cry for
peace, one that went unheeded during the "Great
Cleansing." Now they sing everywhere they go to
remind the Fyodoi of the beauty that can be
destroyed by war.
Most Fyodoi value lesynn for their taste and
use the feathers for ornamentation. However, a
small sect who have turned away from their
shaman now worship the birds, believing them
to be messengers from the gods. They fiercely
protect the nests in their territory, even going so
far as killing their fellow Fyodoi to keep them
from harming the lesynn.
The birds themselves are harmless and peaceful provided their nests and eggs are left alone.
They choose mates for life and females lay two to
three eggs a year. Lesynn feathers can
occassionally be found in other systems adorning expensive clothing produced by smalltraders.

The Galidyns also enjoy the company of lesynn,


who often fly beside them.

Lesynn
Type: Small avian
DEXTERITY 4D
PERCEPTION 10
STRENGTH 10+1
Special Abilities:
Beak: Does STR+ID damage
Move: 29 (flying)
Size: 33 centimeters long, 66 centimeter wingspan
Scale: Character

Adventure Idea
The characters are informed by New Republic
officials that the Tharak installation may contain
key information. It is believed that the Empire

228

once attempted a biological warfare experiment


on nearby Tatrang ill, and the products of that
project may still be alive in the poisonous jungle.
The characters must travel to the Tharak installation (hopefully without triggering the alarm)
and obtain the information. While there, they will
encounter a Galidyn.
Should they set off the alarm, the shaman and
his men will arrive in time to see them in conversation with the "demonic" lizard.

Adventure Idea
The Fyodoi group which worships the lesynn
have spotted one of the objects of their adoration
flying with a Galidyn. Far from losing faith in the
avians, they are instead convinced that the demons were attempting to tempt the lesynn.
There can obviously be only one response to
this: the Galidyn must be exterminated, once and
for all. They lesynn-worshippers are currently
trying to convince the rest of the Fyodoi to join
them in a "holy war" against the lizards. If they
are successful, Fyodos could be the site of yet
another bloody conflict. The characters must
find a way to defuse this situation before hostilities erupt.

Adventure Idea
Afree-trader who landed by accident on Fyodos
has been imprisoned for attempting to sell a
blaster pistol to a native and plans are moving
ahead for his execution. What makes the situation even more dire is that the man carries information of value to the New Republic.
The characters must find a way to extricate
the free-trader from this situation, either by negotiating or breaking him out of the crude Fyodoi
prison.

Adventure Idea
The Imperial scouting report (see the sidebar
above) winds up in New Republic hands, and the
characters are sent to investigate Fyodos, particularly these rumors of talking lizards. The
mission has the feel of a diplomatic venture.
A possible variation on this theme could be
that the characters themselves find the report,
perhaps with a drunken scout, trader, or even a
pirate. This would be especially useful if the
characters are not actively involved with the
New Republic.

Adventure Idea
While just passing by this system, the characters' ship picks up the planetside blip, which
resembles a landing transponder code. The curiosity factor present is that the ship's nav com-

The Star Wars Planets Collection

~~~I!~================================::";F~Y~O~d~O~S
puter has a planet listing of "low-tech retrograde
civilization" for Fyodos.

Adventure Idea
Fyodos can be a great place to have the characters' ship break down, or have some ship that
is being pursued by the characters go down here.
In either case, a forced landing on the Tharak
continent could prove interesting. The landing
pad transponder will be one of the primary signals picked up by the stricken ship, and may fool
the characters into thinking that there is an
advanced civilization on this planet.

Adventure Idea
A seemingly addled eccentric scientist wishes
to hire the characters to take him to Fyodos. He
is a scholar of dead civilizations. Unknown to the
characters, he is also an Imperial lackey and
carries a long-range homing device. If he finds
anything of great importance, he will call in Imperial help. (Apparently, the Empire was not so
quick to dismiss their initial scout's report.)

Adventure Idea
Once on the planet, the characters, if befriended by the Fyodoi, could be told exaggerated stories about the great flying lizards and
their alleged atrocities against the FyodoL The

The Star Wars Planets Collection

characters will be approached and persuaded to


join the hunt.
In fact, either the Fyodoi corner a wounded
lizard, which attempts to speak, or the Galidyn
wipe out the party, saving the characters for last.

Adventure Idea
This adventure should be used if the characters befriend a Fyodoi chief. The party incurs the
jealousy of the shaman. Since he recognizes technology, he attempts to trick the party into revealing their items. Such attempts may include herding wild animals in the characters' direction, or
having someone feign illness and see if the characters use modern medicine. If the characters
reveal technological items, the items will be destroyed and the characters seized and forced to
undergo trial by combat.

Adventure Idea
The Galidyn, who know of the presence of
"something big and disturbing" under the
Deathmoon base, alert the characters to some
eventual danger to the planet. There should be a
tough time in getting down the crevasse where
the missiles are located, most likely with the use
of climbing skill. Disarming the missile system
requires a Very Difficult demolitions skill roll.

229

'TAR...
(G~a:!lc;!e:!:r~ja!!nl.:====================================~
WAU-

Gacerian
Gacerian
Type: Desert Planet
Temperature: Hot

Atmosphere: Type II (breath mask suggested)


Hydrosphere: Dry
Gravity: Light
Terrain: Desert, mountains

Length of Day: 36 standard hours


Length of Year: 375 local days
Sapient Species: Gacerites (N)
Starport: I stellar

System Summary

Population: 27 million
Planet Function: Trade, homeworld
Government: Imperial government

Tech Level: Space


Major Exports: Musical entertainment. gemstones

Major Imports: Foodstuffs, luxury goods


System: Gacerian
Star: Klozar (orange)
Orbital Bodies:
Name
Planet Type
Moons
Tun
desolate searing rock
o
Wei
Ale
Gacerian
Tytun
Rue

desolate searing rock


steaming jungle
terrestrial desert
gas giant
frigid rock planet

1
2
8

World Summary
Gacerian is a hot desert world of stark beauty.
It has very little in the way of remarkable geological features, but the few it does possess are
rather unique.
The planet is a frequent rest stop for traders and
travellers. What the vast majority of travellers are
unaware of is the existence of an Imperial base on
one of Gacerian's moons. The planet is run by an
Imperial governor, since the Gacerites have dem-

System Datafile
Gacerian system, star: Klozar, orange star. Six planets in
system; one terrestrial planet, Gacerian, fourth from the sun.
High-tech, near-Human civilization. Music and leisure are
largest planetary industries. High demand for luxury goods
and foodstuffs. Possible Imperial presence in system.
Please take some time to learn the social customs of
Gacerian during your stay. It will show your good manners.

230

onstrated their incompetence at self-rule.


Gacerian is also known for its high-quality gemstones. The Gacerites mine them using the most
advanced known sonic mining equipment. This is
probably the most manual labor done by the delicate Gacerites.
Gacerianhasalways been an Imperial-aligned planet.

The Gacerian system consists of six planets


orbiting an orange star called Klozar. Of the half
dozen planets in the system, only Gacerian and
Ale have any sort of breathable atmosphere. Alc
has yet to be explored, as current geological reports show that the expense of settling would far
outweigh any profit to be made from the natural
resources present there.
Gacerian's two airless moons, Tempay and
Fortay, orbit the planet once every 37.5 days. The
moons are in opposition: located 180 degrees from
each other, they are always on opposite sides of
the planet.
The Empire has recently established a small
base on Tempay. While no great effort has been
made to keep this a secret, it is not exactly
common knowledge in the area. Since it occurred
a mere few months ago, word of its construction
has not gotten around yet.
The precious stones of Gacerian are the main
reason the Empire is here. The stones are mined
by the citizens, and a hefty percentage is willingly
turned over to the Empire.
The most important Imperial presence on the
planet is the Imperial Governor, his staff of 12,
and his 24 stormtrooper bodyguards.

A Planet of Sand
Gacerian is a hot desert planet with two main
continents, Elto and An-Elto, plus a small archipelago. Most of the citizenry live in the capitai
city of Harmonia (the name is a translation from
the Gacerian language; in fact, Harmonia is the
only city on the planet).

The Star Wars Planets Collection

~A,.R~====================================~G~a~c~e;!;r~ia~n
_AU

Due to the planet's very low axial tilt, there are


no seasonal variations. The orange sun is so
intense that the daytime temperature reaches 30
degrees Centigrade at high noon. When the sun
sets, the temperature plummets to five degrees
Centigrade.
There are strong winds on Gacerian, which
make desert travelling a hazard. Diflicult survival
rolls are required when crossing the desert. If the
characters do not come from a desert planet and/
or have never had to attempt survival in a desert,
the task becomes Very Difficult. The winds are
most common around dawn and dusk, when the
air is either heating up or cooling down.

Gacerites
Gacerites average 2.5 meters in height, and are
thin humanoids with spindly limbs. They are
completely hairless. Gacerite eyes are tiny, in
order to protect their optic nerves from their
sun's glare. Their ears, however, are huge and
exceptionally keen.
The most unusual physiological feature of the
Gacerites is their respiratory system. In addition
to haVing a highly eflicient pair of lungs (the
better to breathe the thin air of Gacerian with),
Gacerites have a second set of air-intake holes,
located on their necks, right below the jaw. These
breathing holes are attached to a third lung.
Gacerites make music with these "gills," which
means that they can breathe normally and sing
without haVing to pause for breath.

The Star Wars Planets Collection

Gacerites live in family units, though their


word for family translates more as "ensemble,"
as in a musical groJlp. All children are raised with
musical training.
Music and etiquette are the way of life for the
Gacerites, and all aspects of their culture reflect
this. In fact, the Gacerite courtship ritual, a series
of songs and mannerisms, can take upwards of 10
years to complete. Fortunately, Gacerites have a
Iile span of 150 years.
The average Gacerite loves music and the
freedom of expression that it brings. On the other
hand, music is made up of notes played to a
certain rhythm. Everyone in an orchestra must
know their part and when to play it. As a result,
the Gacerites have also developed a love of discipline and order. This carries over into their system of etiquette.
Unfortunately, the mixture of the artist's creative mind and the strictness of order make for a
rather bad social combination, especially when
it comes to government. Thus, the Empire has
assigned a governor to rule the planet. Gacerites
are rabidly pro-Imperial, since the Empire stands
for order, and each player must play his part.
In terms of language, the Gacerites speak in
musical tones. The higher the key, the happier
the words. Things like war, death, sadness, and
displeasure are conveyed by low bass notes and
dirge-like melodies. In fact, it is rumored that,
prior to his death, Emperor Palpatine had a fondness for Gacerite dirge opera.

231

'TAR...
-(;G~a!.!c~e~n~a!!:n!.:====================================:;:;
WAIU""""
Gacerite manners are excruciatingly precise
and their social rites are complex and feature
long-winded orations. There is a certain etiquette
to everything, and each occasion has its own
rules and regulations regarding what constitutes
standard behavior. Though the Gacerites make it
a point to learn the customs and etiquette of
other races, this is usually reserved for their
dealings oll-planet. When on Gacerian, the
Gacerites expect visitors who have been exposed
to their society to at least make the attempt to
conform to their mannerisms.

Gacerites
Attribute Dice: 12D
Altribute MinimumjMaximums:
OEXTERTIY 10/30+2
KNOWLEDGE 20/40
MECHANICAL 10/30+2
PERCEPTION 20/40+2
STRENGTH 10/20+2
TECHNICAL 10/40
Special Abilities:
Skill Bonus: All Gacerites receive a free bonus of .10 to
alien species. bureaucracy, cultures and languages.
Move: 7/9
Size: 1.&-2.5 meters tall

Gacerite Society
The Gacerites have a classless society which
revolves around music and manners. Social customs are tightly regulated and enforced. Politeness
Gacerite
-~;:~':~~
~
:
:
"
"
.
r

--~_..-../-")-

- - .... -.... .....,u.-

f.".:::--.-_ ...

is themostvalued trait of all, even if it means telling


a few white lies or indulging in false modesty.
It is easy to mistake the Gacerite's excessive
courtesy for cowardice. Nothing could be further
from the truth. Despite their pleasant demeanor
and near grovelling attitudes, Gacerites are fearsome in warfare. Their armies are well-disciplined, and are most receptive to the martial
music played by the unit Musicmakers. In fact,
when the Aria Callet'dira is played, Gacerite soldiers erupt into a battle frenzy as the music stirs
their passions.
The pleasing Gacerite melodies attract many
music lovers from all over the galaxy, enough so
that the Gacerites have been able to turn their
music into a thriving industry. In fact, sound and
the sense of hearing are venerated above everything else here. Silence is equated with death. On
the other hand, loud, grating noises or atonal
music is considered the equivalent of swearing.
As for etiquette, Gacerites pride themselves
on knowing the manners of most known cultures
- the more exotic the manners, the more interested the Gacerites become. Gacerites make excellent translators and dipomatic aides. Many
travellers who own 3PO units seek out Gacerite
programmers to improve their droids.
In addition, the Gacerites have mastered the
science of sound, and use sound-based weapons
to stun opponents, kill enemies, or even level
buildings. Of course, these weapons are useless
in space, which is where the Imperials take over
and defend Gacerite vessels, in return for continued Gacerite obedience.
Culture and songs are taught to Gacerites
from infancy. Many Gacerites have special songs
which they sing whenever they get into certain
moods. For instance, a Gacerite may have a song
for happiness, one for fear, and one for hunger.
As mentioned before, the Gacerites are extremely poor at governing themselves. The Imperial Governor meets once every Gacerian week
with a group of Gacerites and goes over routine
matters. It is part of Gacerite society to respect
the Empire, which includes reporting all suspected New Republic members to the Governor,
who in turn calls in reinforcements from the
moon base.

Harmonia

,.._..... __ .....

232

~r

The only city on Gacerian, Harmonia, and its


accompanying starport take up an area of 520
square kilometers. Most of the city is made up of
tall, glistening spires of crystal that vibrate from
the offshore breezes, setting up a beautiful resonating music. The orange sunlight reflecting
through translucent portions of the crystal buildings produces brilliant colors.
The Imperial Governor rules from and lives in

The Star Wars Planets Collection

_AU
Gacerian
....srA!'!:P====================~~~
Gacerite Weapons
The followin~ is ~ list of Gaceriteweapons. Weapons with a parenthetical entry under Damage
can be used to mfllct stun damage, requIrIng a SImple change of a setting.
Weapon
Sound Pistol
Sound Rille
Sonic
Grenade

Where
3F
3R

Cost
800
1400

Damage
5D+ 1 (4D)
6D+ 1 (5D)

Ranges
3-5/15/25
3-20/50/100

3X

300

6D/4D/2D

3-5/10/20

Harmonia. An atmospheric shuttle runs from


Harmonia to places such as the gem mines, the
Musical Rocks and the Singing Forest. The shuttles
depart every four hours.

The Imperial Governor


Ulbrek Gostech is the Empire's representative
and the Imperial Governor of Gacerian. The
Gacerians willingly awarded him the title of
Gacer'grocinga, meaning "leader of artists." He is
a popular leader. He is the first Imperial representative to hold the title, and has been in charge
for the past seven years. Fortunately, he is a
music lover.
Although Gostech scrupulousiy adheres to
Imperial policy, his rule of Gacerian is actually
quite ~air. Gostech is smart enough to know that,
especIally when dealing with a manners-conscious race such as the Gacerites, using the kind
and fair approach yields better results than an
iron hand could. Of course, if things did get out of
. control, Gostech could always resort to the iron
hand, and would do so without the slightest
hesitation or regret.Gostech is a portly man with
beady eyes and short black hair. He dresses the
part of the Imperial g"lVernor. He wants to gain a
reputation as an excellent administrator and a
tough enforcer of Imperial law. His career within
the Imperial bureaucracy has been one characterized by steady competence. Though fanatically loyal to the Empire, many of his superiors
felt his tendency towards compassion hampered
his ability to govern: Ga~erian, with its colonies
of docile artists, was the perfect assignment for
him.
Gostech is a man of culture and taste. He does
not lose his temper easily, nor does he act in
haste. Even when confronted by New Republic
prisoners, Gostech is civil. However, the governor is curious about theworkings of the "criminal
mind" and will even invite New Republic prisoners to dine with him so that they may explain
their motivations. Gostech is painfully aware
that most other Imperial administrators feel he is
too soft - he has, in fact, executed New Republic
agents in an attempt to dispell this perception.

The Star Wars Planets Collection

Ulbrel< Gostech, Imperial Governor of


Gacerian
Type: Imperial Governor
DEXTERITY 2D+2
Blaster 3D, dodge 3D
KNOWLEDGE 4D

Alien species 60. bureaucracy7D, culture 70, Imperial law


80, languages 70, planetary systems 80, streetwise 60 ... 1
MECHANICAL 3D
PERCEPTION 3D
Command 80, con 9D
STRENGTH 2D+ I
TECHNICAL 3D

Character PoinlS: 9
Move: 10

Equipment: Com link, hold-out blaster (30+1)

The Musical Rocl<s


Also called Oueee-ha in the Gacerite language,
the Musical Rocks are a group of boulders on the
Plateau of Dreams, ahugeformation in the middle
of the Elto continent.
The rocks got their name from the eerie music
that is produced when the wind blows through
them. Many Gacerites come here to meditate,
and this is the closest thing in the Gacerite culture to a religious shrine.
Unfortunately, the Musical Rocks often attract
wild animals, who pose a threat to unwary tourists and pilgrims.
The Singing Forest
Translated as Keee-s'ae in Gacerian, the Singing Forest is made up of a dense area of s 'ae trees.
The s'ae tree trunks get as wide as 12 meters at
the base, and the average tree height is 100
meters. Since this area is close to the southern
polar region, the temperature is cooler and more
moisture is found in the air, allowing the huge
trees to thrive.
As opposed to the Musical Rocks and the
spires of Harmonia, both of which make music
because of the wind, the s'ae trees in the Singing
Forestaresensitivetoseismicactivity. The slightest shift in the bedrock, a movement so slight
that the'average person cannot detect it, causes
the trees to resonate like a forest of tuning forks.
In the direct center ofthe Forest is a spring-fed
lake. This is a popular area for swimmers to take
their ease.

233

FTA....
-c.:G~a~c~e:!::ri~a~n!.:====================================:;:
WARS""""

1'''''''''''''''''''''''''''''''''''''''''''''''''''''

Airshuttle
landing

Worker

Barracks

reid
Moto~pool

IIIIIP~

Stormtrooper
Barracks

""""IL ------'I''''''''''''''''''''''''"'''''''''''''''''''''F~'~~'~'''''''''''''''''''''''''''''''''"""""""'"

Gate

The Gem Mines


Each gem mine is staffed by 110 Gacerties, 100
of whom do the mining and 10 who handle administrative duties. In addition, there are 20 Imperial
stormtroopers stationed at each mine, ostensibly to protect the workers Irom wild animals and
oIl-world gem thieves. The stormtroopers have
been warned not to abuse the Gacerites, since
they are working in the mine as normal paid
workers, not as slaves.
At any given mine, there is a two in six chance
of there being 3D off-worlder miners here as
prisoners, usually being heid on smuggling or
low-level piracy charges. In such instances, the
number of stormtroopers present is doubled.
Each mine also has an administrative building,
an airshuttle landing field, workers' barracks,
stormtrooper barracks, plus a motorpool containing six landspeeders, 12 military speeder
bikes, and one cargo skill.
Revirs
Type: Carnivorous mammals

DEXTERITY 4D
PERCEPTION 3D
STRENGTH4D

Special Abilities:
Howl: 60 stun damage, 10 meter radius
Claws: STR+l damage
Teeth: STR+ 10 damage
Move: 14

234

Size: 1.5 meters long, I meter tall at the shoulder


Scale: Creature

Capsule: Revirs are carnivorous mammals who


haunt the mountains of Gacerian; they are also
known to frequent the fringes of Gacerian's deserts.

Theyare four-legged wolf-like creatures with a glossy


ebon fur. Revirs use their piercing howl as a primary means of attack, and while the target has been
stunned, make a rapid charge, with fangs bared.
Revirs hunt in packs of up to a dozen animals.

Mears
Type: Grazing herbivores

DEXTERITY 3D
Missile weapons 40+ 1

PERCEPTION ID
STRENGTH 3D
Climbing/jumping 40
Special Abilities:
Quilled Horns: STR+20, ranges 3-10/15/20
Hooves: STR+ 1D
Move: 9
Size: 2.5 meters long, 2 meters tall at the shoulder
Scale: Creature

Capsule: Mears are six-legged herbivores who make


their homes in Gacerian's mountains. They normally travel in packs of up to six animals and are
frequent targets of revir attacks (mear meat is also
a staple for Gacerians).
They rely on their horns and hooves for defense.
Their horns are covered with thick, barbed "quills"
which they can shoot at short range. It takes them
a week to grow full size quills.

The Star Wars Planets Collection

-STARRr=====================================-~G~a~C~e~ri~a~n
-WARS
The Tempay Imperial Base
The Gacerite moon of Tempay is host to an
Imperial scout base. Constructed several months
ago, the base is not yet common knowledge.
Tempay always shows the same side to
Gacerian, so the base is located on the north
pole, at the terminus point between light and
darkness. This way, base personnel can keep
tabs on both the planet and on space beyond the
system.
The base is commanded by Captain Engar Ret,
an Imperial Navy officer who is at odds with
Governor Gostech. Captain Ret covets the
governor's position, and is always alert for any
signs of weakness in order to report it to the
Empire. Actually, the way Ret has planned it, he
will win either way. Either Gostech will not be
hard enough on the Gacerites, in which case the
governor will be replaced, or Gostech will be too
harsh, causing an uprising, which Ret will be
there to quell. After ending a rebellion, Ret would
file a report indicating that Gostech cannot even
control his own population of supposedly loyal
Imperial citizens.
The base's complement consists of:
40 Stormtroopers
32 TIE Pilots
32 Ground Crew Technicians
12 Controllers
12 Sensor Technicians
24 GunnersfWeapons Technicians
20 Imperial Intelligence Officers

The Star Wars Planets Collection

50 Base Security/Detention Troops


One squadron of TIE lighters (12)
One squadron of TIE/rc reconnaissance (12)
20 miscellaneous vehicles
Any New Republic prisoners captured on
Gacerian are sent to the moon in Gacerite light
freighters manned by Imperial forces.

Adventure Idea
ANew Republic Senator has vanished en route
to a conference. The last transmission from his
vessel put it in the vicinity of the Gacerian system. From all indications, it appeared that the
trip was proceeding normally. The characters
are sent to Gacerian to look into the disappearance and hopefully rescue her.
The Senator, named Ala Comin, is being held
under house arrest in the Imperial Governor's
crystal tower. Two days alter the characters land,
she will be transferred to a freighter and brought to
the moon base for further interrogation.

Adventure Idea
A variant of the previous idea. Several prominent figures in New Republic politics and industry
have disappeared in recent weeks. They were last
seen at Harmonia's poshest hotel.
What has happened is that these important
guests have been kidnapped from their rooms and
sent to the moon base. To add to the drama, a Star

235

STAR-.
-(G::a!lc~e~r~ia~n:!.:====================================:;:
WARS""""

,.'
-~-.:-...

Destroyer is due soon in-system to pick up the


prisoners and take them into the heart of Imperial
space.

Adventure Idea
(fhis is a good one for greedy players.) While
drinking in a cantina on some planet, the characters hear a grizzled prospector talking about a
place where "you can just walk around and pickthe
gems off the dirt!" The coordinates he gives are for

This is a scam. The grizzled prospector is Dek


Anorik, a smuggler who was captured, along with
his best friend, by the Imperial forces on Gacerian.
In exchange for his freedom, Dek is to assume the
guise of an old prospector and try to lure Rebels
and free-traders to Gacerian, in order to have them
put to work in the gem mines. His friend remains on
the planet in order to assure Dek's cooperation.

Gacerian.

236

The Star Wars Planets Collection

.....sTAIiR~===================================-~K~o~rb~in
-WARS

I{orbin
that the Empire sees no point in going in and
cleaning the place up.
Planetary government is non-existent. Chaos
and anarchy reign. Korbin has never professed
loyalty to either the Empire or the New Republic,
and the Battle of Endor changed nothing as far as
the planet's occupants were concerned.

I(orbin
Type: Temperate plains

Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard

TerraJn: Scrub. urban


Length of Day: 28 standard hours
Length of Year: 380 local days

System Summary

Sapient Species: Human

Starport: I standard
Population: 1 million
Planet Function: Criminal haven
Government: Vying criminal factions

Tech Level: Space


Major Exports: Mining, kyrf

System: Atrig

Star: Atrig (orange)


Orbital Bodies:
Name
Beneris

Tollero
Amrap
Torvik
Korbin

GrUJis
Abatrarg
Lynaria
Altrax

Planet Type

Moons

searing rock
searing rock
desert

swamp
terrestrial

o
o
I

asteroid belt

gas giant
frozen rock
frozen rock

18

o
I

World Summary
Korbin is an excruciatingly hot planet with
very iittle to o'1fer. Formerly a successful mining
colony, the veins of ore have long been played
out. What remains barely keeps the planet's
economy going. The planet's secondary industry
is the growing of a certain fruit that is used to
make a potent alcohoiic beverage, but its primary money-maker is a thrIving black market.
The planet has no surface oceans. Water is
found in small quantities in underground pools
and reservoirs. The terrain is mostly flat scrub
plains, with a few small mountain ranges and
valleys to break up the monotony.
Korbin is the last stop for many in the galaA")'
whose fortunes and scruples have dwindled to
nothing. The Korbin system is located far enough
away from normal Imperial routes and patrols

The Star Wars Planets Collection

The Korbin system contains a large number of


planets, with most of them of little use to
starfarers. Four of the planets in the system,
Beneris, Tollero, Lynaria, and Altrax, are incapable of supporting life and have no resources to
speak of. Only the third, fourth, and fifth planets,
known respectivelyasAmrap, Torvix, and Korbin,
are habitable.
The sixth orbit is occupied by Grillis, an asteroid belt, which supports some light mining under
the aegis of Cross-Galactic Mining, a small corporation that has mines scattered on adozen worids.
The seventh world is the gas giant Abatrang, with
its poisonous ammonia atmosphere.
All in all, the system is a lawless, dangerous
place. The Empire and the New Republic agree on
one thing: anyone who goes to Korbin and gets
into trouble deserves everything he gets.

Weather and Geography


Korbin has no axial tilt, which results in no
seasonal variations. However, the orange sun is
very strong and heats things up quickly. Daytime

System Datafile
Atrig system, star: Atrig, large orange sun. Nine planet
system. Main terrestrial planet Korbin, principal industry,
mining. Black markets in weaponry, ships, and other
equipment exist on the planet.
TRAVELLER'S ADVISORY: The Atrig system is not under any political jurisdiction. Anarchy reigns on Korbin.
Proceed at your own risk!

237

-KK:l;o:!:rb!?i!!:n!.:==================================::;~rrAA...
WAIU""""

temperatures get as high as 35 degrees Centigrade.


When the sun sets, the temperature plummets to
as low as five degrees below zero Centigrade.
What rainfall there is normally begins at dusk
and lasts a for few hours. On exceedingly rare
occasions, Korbin sees snow.

A huge mountain range girdles the planet. The


high peaks are often covered in ice and snow and
howling winds whip around them, making the
going even more treacherous. Theonlysafe means
of travel through the mountains are the two
passes, Selenfer (linking the cities of Pleasant
and Happy), and Refin (linking Joy and Peace).
However, the passes have dangers of their own,
as bandits often lurk there waiting to ambush
travellers.

Redeye
Korbin's sole moon, Redilos was long ago
christened "Redeye" by the planet's occupants.
The huge moon hangs close to the planet - if
Korbin had oceans, the tides would be horrific.
Redeye is an intimidating sight, a huge bloodred disk, pock-marked with craters and ridges.
Redeye is barren, and has no resources to speako!.

A World to Beware
The planet Korbin played host to a thriving
mining industry for centuries under the Old Republic. Though the population was never very
big, it was a productive, industrious place.
But long before the fall of the Republic, Korbin's

238

resources began to dwindle, with veins 01 ore


becoming harder and harder to find. It soon
became evident that the expenses involved in
getting the ore out of the ground dwarfed the
income generated by its sale. The planet's limited resources would not support terraforming
into an agricultural planet, and tourists were not
interested in vacationing in old mine shafts.
Slowly, the population left for better prospects
on other planets.
Eventually, the oniy people left were some
struggling miners working for a few small corporations. Anearby system with overcrowded prisons asked for the Old Republic's permission to
resettle 200 dangerous prisoners on Korbin. The
Republic agreed, and the prisoners were settled
on Korbin and made to earn their keep by working in the mines.
At this point, most of the honest workers left,
concerned about how long they would last working side by side with murderers and psychopaths. As the years went by, more planets sent
their felons to Korbin. In time, fugitives, dregs of
society, and other lowlifes began flocking to the
planet in droves, using it as a refuge from the law.
It soon became apparent that the inmates
were running the prison, but the Republic did not
have the iniative to get involved - other, more
important, matters were at hand. The felons
were confined to the Atrig system, and the few
corporations left on Korbin gave the whole arrangement a touch of legitimacy.

The Star Wars Planets Collection

-STAIlP~===================================!K~O~r~b~in
_APi
,>

Even the corporations themselves got into the


act, by sending their most bothersome, irritating, and incompetent executives and employees
to Korbin. In an atmosphere where the rules had
ceased to maller, many of these corporates began making a profit on the side by selling goods
at vastly Inflated prices. This was the start of
what is now a thriving black market on Korbin.
With no central government on the planet to
watch for smugglers, the transport of goods that
are illegal in other systems is acknowledged and
encouraged here. Korbin is well known among
free-traders and pirates as the place where they
can obtain anything, for a price: weapons and
other personal equipment, forged identification,
Imperial seals of safe conduct, even ships, all can
be found somewhere on the planet. (Expect prices
for these items to be two to three times that listed
in the Star Wars Sourcebook - the sellers are,
after all, criminals and swindlers.)

Korbin Society
Korbin has only one law: "The one with the
biggest blaster makes the rules." Despite this
edict, there is a "rough justice;" often, a gang of
Korbinites will gang up on someone they feel has
done a little too much rule-making. Therefore,
survival on this world requires knowing when to
be aggressive and when to hold back. Many
Korbinites die trying to learn this lesson.
Truly there is no Korbin law. Everyone does
whatever they please, though even some of the
worst dregs know that running around and destroying everything is a sure way to get one's
throat slit. But there is no weapon, no pastime, no
substance, no thought or idea, that is considered
illegal. In some ways, Korbin can be said to have
a perfectly integrated society with no bias whatsoever. Everyone distrusts and dislikes everyone else.

Pleasant City
All of the cities of Korbin were deliberately
given cheery names as a cruel joke. Pleasant City
is the largest urban area and home to the Korbin
Starport. There are no customs inspections at
the starport.
In addition, the Pleasant City starport has no
truly qualified mechanics. Characters can rent a
berth for their vessel and conduct their own
repairs. Naturally, Pleasant City will not be held
responsible for any break-ins or vandalism done
to the ship while it is berthed.
The buildings of Pleasant City are a
tumbledown collection of prefabricated houses
and old stone structures. Many of the buildings
show signs of efforts at repair having been made,
but such renovations are haff-completed, as if
the laborers simply lost interest.
The air is hot and dusty, and smells of garbage,

The Star Wars Planets Collection

sweat, and some minor industrial emiSSions.


There are few children, and most of them are
free-running ruffians. Korbin is not where one
goes to start a family.
Since hygiene is not a major priority, diseases
are common. For each dayspent in Pleasant City,
each character must make an Easy roll against
their Strength, or else contract an airborne disease, virus, or plague (gamemaster's discretion
as to damage).
All equipment found in the Star Wars
Sourcebook can be found in Pleasant City. There
are no restrictions on legality codes or licenses,
but prices are high, as noted above. Whenever
an item is purchased, the gamemaster should
secretly roll 2D. On the result of a "2," the item
bought is flawed, and will break down at the most
inconvenient time. On a "12," the item never
works, period. Since most "stores" have at least
one Violence-loving bouncer, refunds are unlikely
(always assuming that the character is still alive
to ask for one).
What Pleasant City does have is a huge variety
of alien species among its residents. Practically
every known species is represented here, and

Pleasant City Encounter Chart


Roll
3

4
5
6--7

8-9
10-11

12-15
16

17
18

Encounter
Characters witness a blaster fight between
lD+ I city dwellers.
Characters witness a brawl with melee
weapons, between 2D city dwellers.
Characters witness a small conflict with
heavy weaponry between 3D city dwellers.
I D of natives amble up to the characters
and offer to sell them services of some
kind (gamemaster's choice).
2D natives are doing some gambling on the
street. Characters may feel free to join in.
A native comes up to the characters and
offers to sell them something (gamemaster's choice).
A group of 2D natives allempts to mug the
characters.
A madman rushes up to the party and
claims to be someone important (e.g. a
New Republic spy, Imperial official, Jedi
Knight).
Someone from an upstairs apartment
dumps garbage on the characters.
A big, ugly, drunk, well-armed alien mistakes one of the characters for its worst
enemy. (Gamemaster option: Alien mistakes character for its girlfriend.)

239

..~K~o~r~b~in:!.:=====================================:W'TAA...
WARS""""
they mix freely. For every 10 minutes in which
the characters are
walking the streets of
Pleasant City, roll 3D
and consult the "Pleasant City Encounter
Chart"

/
/

Jedi Knights, the


Force, and
Korbin
Jedi Knights without
any traces of the dark
side will stick out in
Korbinite society like
Darth Vader in a field of
Imperial stormtroopers. The power, serenity, and honor of the
Jedi Knights is practically a tangible thing in
this pit of evil, corruption, despair, and dishonor. This will either
cause the natives to
give the character a
wide, fearful berth, or
get cocky and indignant
and try to pick a fight
with the character.

Korbin Careers
There are a number
of occupations available to the aspiring'
Korbinite. The following list covers some of
them, and is useful for
gamemasters to consult when trying to create encounters.

Miner - There are


not many of these left,
as most of the mines
are played out. They
are looked down upon
by the unsavory elements on the planet,
most of whom have
never done a day's honest labor in their lives.
Asteroid Miners - These are the people who
toil in the corporate mines in the asteroid belts.
The procedure for a worker is 38 days of work on
an asteroid, followed by 19 days off on Korbin.
Scavengers-Armed with aship and protective suits, these vultures travel the system, looting any vessels that might crash on one of the
worlds (see below).

240

~'"
\~ ~
Gangs- Organized groups of criminals, each
gang led by a crime boss. Many gangs have
rivalries. This is by far the most well-represented
occupation on the planet, since most gangs also
dabble in the black market. Gangs also account
for most of the robberies and protection rackets
operating on Korbin.
Black Marketeers - Sellers of both legal and
illegal goods abound on Korbin. Most do their

The Star Wars Planets Collection

.....sTAIliP~=====================================:.K~o~rb~i~n
-WARS

best to avoid violent confrontation, as it's bad for


business.
Mercenaries- Professional soldiers who hire
themselves out as muscle. They are the most
reliable folks on Korbin, and will keep their word
when working for someone, providing they are
well paid to do so.
Pirates - Organized gangs with space-going
capability, they prowl around both within and
outside the system, waiting to attack unwary
vessels. The scavengers make much of their income simply by shadowing the pirates and stealing whatever they leave behind.

The last Call


As might be expected, life is "nasty, brutal and
short" on Korbin. Some way of disposing of all of
the victims had to be found, and quickly, before
the cities grew more diseased than they already
were. The natives settled upon the idea of "Last
Call."
A huge valley 700 meters deep, the floor of
"Last Call" is littered with the remains of
Korbinites and foolish off-worlders. Fortunately,
the prevailing winds blow to the north, sweeping
away any possible unpleasantness.
The Small-Timers
Korbin's cities are connected by a system of
roads, but these are rarely travelled, as the cities

The Star Wars Planets Col/ection

do not often trade with each other. Each city


keeps to itself. Besides Pleasant City, the other
cities are Happy, Joy, and Peace. Collectively, the
three smaller cities are known as Small-Timers.
Life in the Small-Timers is similar to Pleasant
City, only less intense. Also, the mines are located
on the outskirts of Pleasant City, so there are fewer
hard-working people in the Small-Timers.

The Kyrf Plantation


Besides a smattering of mining and the black
m.arket, Korbin is known for an alcoholic beverage called kyrf, which is derived from the fruit of
the same name. Kyrf only grows in one area of
Korbin, and that area is a plantation owned by a
less than honest Korbinite, Drelmar Bin.
Kyrf itself is an extremely flavorful and quite
powerful drink. A Human drinking one glass of
kyrf needs to make a Very Easy Strength roll in
order to avoid the intoxicating effects. Every
additional glass requires another Strength roll,
but at the next highest level of difficulty.
Beings drunk on kyrf start misspeaking and
slurring words, then lose their coordination, then
lose consciousness. Those who fail a Strength roll
by 10 or more go straight to unconsciousness.
Korbinites love kyrf, because it enables them
to escape into oblivion for a while. The effects
last for up to 12 hours.

241

J<K~o::;:rb~i!!:n!.:===================================~'TAR...
WAULocated a mere 10 kilometers northeast of
Pleasant City, Drelmar Bin's kyrfplantation is the
closest thing to class on Korbin. The 900 square
kilometer plantation is a forest of green trees, ail
of them bearing the oval-shaped, metallic golden
kyrf fruit - the fruit thrives in dry or arid conditions. The plantation is surrounded by a power
fence, and the perimeter is heavily guarded by
mercenaries who are unflinchingly loyal to Bin.
Many of the laborers on the farm are people who
owe Bin money and must work to payoff their
debt. The plantation also has a small processing
plant, which turns out the kyrf liquor.
Cross-Galactic Mining Corporation handles the
exportation of the liquor. Bin doesn't trust the
corporation, but it seems to be the only organization on the planet sufficiently competent to handle
the shipping of the product and business transactions with the purchasers.
Bin lives in a spacious, beautiful home, airconditioned and fiiled with every luxury Imaginable, includingseveral droids and afew mistresses.
Orelmar Bin, Corrupt Plantation
Owner
Type: Gangster

Blaster 40, dodge 50, melee parry 30+2


KNOWLEDGE 3D+2

Streetwise 80, value 70


MECHANICAL 20+1
Repulsorlift operation 40, space transports 3D

PERCEPTION 4D
Bargain 70, command 60, con 80, search 5D ... l
SfRENGTII 20
Brawling 30+2
TECHNICAL 3D
Security 4D
Character Points: 6
Move: 10

Equipment: Hold-out blaster (3D), comlink, gaudy Jew


elry I expensive clothing

Capsule: Drelmar Bin Is a gangster who owns the


kyrf plantation outside Pleasant City. Hels a connivIng, scheming, anything-for-a-credit crlmelord. He
has no scruples, but sees himself as a well-mannered being of elegant taste.
Bin's origins are far more humble. He began his
career as a corporate employee, but was caught

embezzling funds. He fled before anyone could haul


him off to jail and ended up seeking refuge on
Korbin. Once lbere, Bin met a man who had learned
how to distill kyrf fruit into a potent liquor - Bin
killed the man and took over his plantation. Bin Is a
pencil-thin, hawk-nosed man with a pinched smile,
sharp chin, and slicked-back hair.

DEXTERITY 3D

KORBIN DIAGRAM

ICyrf Plantation

Bin's

Mansion

Gate

Pleasant City
IOkm

Guard Towers

Power Fence

Plantation Area: 900 sq. km

242

The Star Wars Planets Collection

.....sTA,IiP~===================================.!K~o~r:!:b~in
-WARS
tunate to stakes pounded into the ground and
letting the lizards take him.
Scrub lizards are attracted to kyrf, but are
incapable of becoming intoxicated by drinking it.
Drelmar Bin has a large force of mercenaries
employed to keep the lizards away. Denying the
only decent fruit to the scrub lizards does not do
much for their temperament, which might explain their aggressive and violent behavior toward humans.
Efforts to domesticate the scrub lizards have
met with mixed success, with a few of the species
made into mounts, beasts of burden or watchlizards.
Wild scrub lizards are normally found in groups
of two to six animals.
Scrub Lizard

Average Mercenary. Dexterity 3D, blaster 5D,


brawling parry 4D, melee combat 6D, Knowledge
1D+2, alien species 4D+1, streetwise 5D, MechanicallD, Perception 2D, bargain 4D, can 5D, search
5D, sneak 4D+ I, Strength 3D+ I, brawling 5D+ I,
Technical1D, security4D. Move: 10. Bountyhunter
armor (+2D physical, +10 energy), heavy blaster
pistol (5D), vibroblade (STR+ 10+2), comlink, 2
grenades (5D), macrobinoculars.

Scrub Lizards
The predominant native life form on Korbin
is the scrub lizard. These large carnivorous reptiles enjoy congregating in the Last Call valley, as
well as near the roadways that link the cities.
Scale coloration ranges from copper to golden
brown. Scrub lizards can crawl flush with the
ground, which leads some to mistake them for
snakes.
Korbinites enjoy hunting the big lizards for
food and sport. The skin and teeth of a scrub
lizard make colorful personal adornments. Some
of the nastier local gangs take their enemies and
"lizardbait" them, which involves tying the unfor-

Type: Desert hunter

DEXTERITY 2D

PERCEPTION 3D
Search: tracking 50. sneak 5D
STRENGTH4D
Special Abilities:
Blood Frenzy: If a scrub lizard can cause a wound when
attacking a target, the lizard goes into a frenzy, giving it
+ ID to Strength and Dexterity actions.
....., Annor: +10 to physical and energy

..

Teeth: STR+ID damage


Trample: Causes 40 damage

Korbin Scrub Lizard

Move: 15

Size: Up to 3 meters long, 1meter tall at


the shoulder

Scale: Creature

The Salvaging
Crews
There exists a core of people
on Korbin who do salvaging for
a living.

~~~~~F~~

The total time of most salvage runs, including round trip


travel time, is four days. The
::::~~~~H salvage is either directly used
as is, or sold or traded on the
Korbin.
The only law of salvage is
"finders keepers, providing the
;~~l keepers can hold on to it." There
..
are some pirates, nicknamed

"carrion eaters," who lurk in

.J,JJ"f"O",,"-.:...-

The Star Wars Planets Collection

.....

the spaceways between Korbin


and her sister worlds, waiting
for a successful salvage ship to
come by. These pirates want
others to take the risks, so that
they may take the loot.
Of course, not all salvagers
are rotten to the core. A few,
like Kara SaHch and her technician brother, Willi, are willing
to take on risky jobs for rela-

243

~K~o~r2b!!inl.:===================================~STAR...
WAUtively little money, providing they have some
regard for the cause being fought for. Often,
these residents of Korbin can be found well outside the system, pursuing their trade.

Hyperdrive Backup: xI8


Nav Computer. Yes
Maneuverability: ID

Space: 6
Atmosphere: 330; 950 kmh

Hull: 5D

Kara Saffch
Kara Saffch is one of the best scavengers on
Korbin; amazingly enough (at least for this world),
she matches her talents with a strong sense of
ethics. Kara and her brother, Willi, have traveled
the galaxy for nearly a decade (they both left
home as teenagers). Somewhere along the way,
they acquired their ship, the Night Havok; however, they still owe a large debt to the ship's prior
owners. They headed to Korbin since they believed it was a world they could lose themselves
on. She and Willi have managed to scrape by the
past few years, but they are always living weekto-week trying to arrange scavenge missions or

cargo hauls.
Kara is a Human female, 27 years old, with
brown hair that reaches to the back of her neck.
She almost always wears a flight suit and comfortable jacket. She has a cocky grin that comes
off as either charming or irritating (and often a
little bit of both). Kara tries to act like she is
always in control of every situation (which is
especially amusing considering how often the
Night Havok breaks down). She is upbeat, proud
and full of enthusiasm.
Kara Saffch
Type: Freighter Captain
DEXTERITY 2D

Space Range: 1-3/7/15

Atmosphere Range: 100-300/700/1.5 km


Damage:6D
l.aserCannon
Fire Arc: Turret
Crew: 1
Skill: Stars hip gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km

Damage: 3D

Necresh
Type: Rodent
DEXTERITY 4D
PERCEPTION 2D
STRENGTH ID
Special Abilities:
Teeth: STR+ 1D damage
Move: 16
Size: Up to 20 centimeters long
Scale: Character

Capsule: Necresh are carrion-eating rodents who

Blaster 60+ 1. dodge 60, melee parry 30+2

infest the Last Call. It's unknown how many thou-

KNOWLEDGE 2D
Streetwise 90, value: starship parts 70. value: salvage 90
MECHANICAL 4D
Astrogation 50, repulsorlift operation 60, space transports 70. starship gunnery 60. starship shields 50+2
PERCEPTION 4D
Bargain 60+2. command 50, con 60. gambling 50+2, search
8D
STRENGTH 2D

sands live there; fortunately, an ample food supply


in the valley means that they haven't spread to
Korbin's cities. Necresh are covered in short, wiry

Brawling 50. lifting 40

TECHNICAL 4D
Space transports repair 60+2

Force Points: 3
Character Points: 15
Move: 10

Equipment: Blaster pistol (40), comlink, space suit

Night Havok
Craft: Modified Corellian YT-1300 freighter
Type: Modified light freighter

Scale: Starfighter
length: 30 meters
Skill: Space transports: YT-1300
Crew: 2. gunners: 2, skeleton: 1/+10
Crew Skill: See Kara Saffch
Passengers: 5
Cargo Capacity: 200 metric tons
Consumables: I month
Cost: 35.000
Hyperdrive Multiplier. x2

244

Shields: 2D
Sensors:
Passive: 10/ID
Scan: 25/2D
Search: 40/3D
Focus: 3/3D ...2
Weapons:
Twin laser Cannon (fire-linked)
Fire Arc: Turret
Crew: I
Skill: Starship gunnery
Fire Control: 4D

red hair. They are skittish and easily frightened and


their keen senses of hearing. sight and smell allow
them time to scurry away when larger beings approach.

Draz
Type: Canine hunters
DEXTERITY 4D
PERCEPTION 3D
STRENGTH2D
Special Abilities:
Teeth: STR+2D damage
Claws: STR+ 10 damage
Move: 10
Size: 1.5 meters long
Scale: Creature

Capsule: Draz are extremely vicious canines. They

were originally bred as fighting animals, but thousands were turned loose on worlds around the

galaxy. Their predatory instincts have made them


familiar dangers of the wilderness regions of many
worlds. On Korbin, packs of draz frequent the wilds,
meaning that solitary hikers must always be on the
lookout for an attack.

The Star Wars Planets Coilection

.....ITAII:R~=====================================~K::;o:::r2b~in
-WARS
Some domesticated draz are used as guard animab, especially by some of Korbin's more vicious

gangs. They are up to 1.5 meters long, and generally


have white, grey or black hair. They are known for

their savage and frightening demeanor. Their immense teeth and claws are Quite dangerous in

combat.

Adventure Idea
A criminal organization based in Pleasant City
has begun shaking down the citizens of Happy for
protection money. Most of Happy's residents
are, of course, criminals as well- but those few
who are (relatively) innocent are also being victimized. A collection of Happy residents ask the
characters to protect them, promising in return
access to a cache of weapons originally intended
for shipment to Imperials.
The characters are outnumbered and
outgunned. They will have to rely on their wits
and make good use of the terrain in and around
Happy to defend the city from its larger neighbor.

Adventure Idea
The Night Hauok has been hired to transport
an important cargo of black market medical supplies to a New Republic base in a nearby system.
But Captain Saffch well knows that pirates will be
waiting to seize the medicines and equipment if
possible, and so hires the characters to "ride
shotgun" on the shipment. They will accompany
her, brother Willi, a New Republic official, and a
trio of mercenary "security guards" on the run.
During the course of the trip, the Night Hauok
will have to outrun pirates and avoid some more
aggressive salvage crews. In addition, the characters will find evidence that all is not as it seems
on the ship. All signs point to the mercenaries
having betrayed the ship to Imperials. But in fact,
the New Republic official is an impostor who has
subsituted poison for the medicine being transported. The characters must uncover the deception before the Night Hauok reaches the base or
else watch tragedy befall their comrades.

Adventure Idea
Ores mined in the asteroid belt are somehow
being smuggled out of the system and sold to
raise money for fragments of the Imperial army.
The New Republic asks the characters to go
undercover as miners for the Daedalus Corporation to discover the truth of the matter.
The characters swiftly discover that nothing
is how it appears to be at Daedalus. Miners are
treated like convicts, many being worked until

The Star Wars Planets Collection

they drop dead. Disk work is being falsified and


corporate officials are seen wearing full protective suits when handling ores. Some of the laborers are afflicted with strange illnesses. The existence of entire digs are being covered up at the
highest levels of Daedalus.
The truth is horrendous: using slave labor
purchased on Korbin, Daedalus has its miners
illegally digging for radioactive ores, to be sold to
Imperial engineers for use in weaponry. Lacking
the proper protection, the miners are being poisoned by the very ore they're handling.
The characters must find a way to stop the
mining operation and expose Daedalus as an
Imperial front before they, too, perish.

Adventure Idea
A Corellian Corvette, the Empire's Twilight,
has been lost. The last signals came from the
vicinity of the Korbin system. The Republic hires
the characters to search for the vessel and any
survivors.

The Empire's Twilight was attacked by pirates


while passing through the Korbin system, in the
vicinity of Abatrang. Captured by the gravity 01
that planet, the ship went out of control- fortunately, the 45 crewmembers had the presence of
mind to eject in an escape module. They are
currently living inside this structure on the
planet's surface, with enough food, water and air
to last for one week.
Salvage crews will inevitably spot the module.
The characters will have to brave the perils of
Abatrang to save the crew, and even then their
mission will not be finished -

"carrion eaters" are

waiting in space near the world and may mistake


the characters for successful scavengers.

Adventure Idea
While on Korbin, the characters are approached by Drelmar Bin's men and told that he
has a business proposition for them. At his plantation, Bin tells the characters that he wants
them to capture two scrub lizards, since hewishes
to have them trained as attack animals.
Being a generous man, he will pay each character 2,500 credits for each lizard captured. He
does not have cages and nets, so the characters
are going to have to make do with what they have,
or can purchase in Pleasant City. He mentions
that the best place to look is "Last CalL"
In the valley, the characters will find scrub
lizards, all right. They will also find gang members disposing of the bodies of some of their
rivals, who will be disposed to attack the characters "so they can't tell anyone what they saw."

245

zz~e~IO~SWf~I===================================::;:'TAA...
WA~

Zelos II
Zelos II

System Summary
TheZelosiansystem has a whitestar and three
planets. Keryt, the first planet in the system, is a
barren rock that could be terraformed if the
effort were ever to be put into it.
Zelos is the second planet in the system. Its
four moons have never been explored, as the
Zelosians have forbidden others to explore them

Type: Terrestrial Mountainous World

Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terraln: Mountains, hills

length of Day: 20 standard hours


Length of Year: 300 local days
Sapient Species: Zelosians (N)

Starport: 1 standard
Population: 10 million
Planet Function: Trade, mining
Government: Military dictatorship
Tech Level: Information
Major Exports: Raw ores
Major Imports: Weaponry, foodstuffs
System: Zelos
Star: Zelos (white)
OrbUal Bodies:
Planet Type
Moons
Name
Keryt
barren rock planet
o
Zelos II
terrestrial mountainous world 4
Rymm

mountainous/volcanic

Rymm is the third planet, and is a considerable distance from Zelos. The planet is geologically unstable and still going through tectonic
shifts, characterized by frequent earthquakes
and volcanic eruptions.
The gravity well is close to Rymm, and there is
some speculation that Rymm's instability can be
attributed to the well. Ships that file a navigational flight plan with the Empire are given the
proper approach vectors.

World Summary
Zelos II is located near an important regional
Imperial trade route. It is considered a pleasant
place to stop by to do some trading, perhaps get
some routine maintenance done on one's ship,
perhaps even enjoy a little bit of relaxation.
The planet is known for its mining industry,
and is a prime source of ores for the Empire,
though the Zelosians are not aware to whom
their government sells the minerals. TheZelosians
believe themselves to be neutral in the galactic
struggle but the dictator Nul is allowed by the
Empire to retain power.
The planet is covered by hills, mountains, and
other rough terrain. There are only a few scattered islands in the Zelosian oceans. Kryndyn,
the capital, is located on the primary continent.
Zelos II boasts four moons, upon which many
local superstitions center. An inexplicable gravitywell also rests at the edge of the system, which
is responsible for untold numbers of unexpected
visitors to the planet every year.

246

due to Qvenvhelming ancient superstitions.

The Gravity Well


This anomaly is astationary distortion in space,
located close to the orbit of Rymm, the third
planet in the Zelos system. The Empire has it
well-<:harted and is aware of a means to avoid it.
When a ship piloted by someone who is not
aware of the anomaly's presence passes the sys-

System Datafile
Zelos system, star: Zelos, white star.
Three planets in system, second planet,
Zelos II, terrestrial. Good port facilities.
Be warned that there are many nocturnal
predators on Zelos II, a source offear among
the populace. Be advised that the population is extremely superstitious.
Loyal citizens of the Empire, be advised
that the only safe approach vector to Zelos II
is Xcoordinate 7.5, Y coordinate 4.2, Z coordinate 0.9. Any other course will result in
disruption due to presence of a gravity well.

The Star Wars Planets Collection

--STA.IlR~===============================~z~e~IO~S.l!II
_AU

tern (or enters it), there is a strong likelihood that


the gravity well will capture the vessel and hurl
it close to the orbIt of Zelos II.
The anomaly's effects are handled as follows:
The unsuspecting ship arrives within range of
the gravity well. Hyperdrive immediately cuts
out due to the presence of massive gravitational
forces.
Ship's pilot must make a Moderate piloting roll.
Success indicates the ship is stabilized, and may
resume its journey, even if the destination is not
the Zelos system.
If the ship's pilot failed his roll, the vessel is
caught in the gravity wen and begins hurtling
uncontrollably into the system. Ship's pilot must
make another piloting roll, this one Difficult.
Success means the ship is stabilized, and slows
down as it arrives in Zelos II's orbit.
Failing the roll means that the ship was badly
shaken during its passage through the system.
Roll for damage on the "lightly damaged" table.
Note that hurtling through lhesystem, regardless of whether' or' not the second piloting roll
was made successfully, produces a very bumpy
ride, with lots of shaking and rattling. This little
trip should produce a lot of dramatic tension as
everything inside the ship begins shaking and
things are turned upside down, falling off of
shelves, and people are tumbling out of bunks,
falling out of chair's, etc.

The Star Wars Planets Collection

An Outsider's View of Zelos


The light freighter Night Hauak shuddered out
of hyperspace and into sublight with all the grace
of adrunken bantha.KaraSaffch, the ship's owner
and pilot, relaxed in her seat.
"I don't believe we made it!" exclaimed an
older man, seated next to her. Several other
people poked their heads into the cockpit from
the adjacent room. "But did we really?" a young
man asked, not certain that he wished to know
the truth.
"Well ... considering that we're having this
chat and not fighting off TIE fighters suggests
that we did," Kara grinned in her ingratiatingly
cocky manner. "When you people hired me and
my brother to take you out of Imperial space, you
hired the best!"
"Maybe we survived, but the Night Hauak sure
didn't," said a voice from the ship's intercom. It
was Kara's kid brother, Willi, technical genius
and by far the grimmer of the two. "Hyperdrive
looks like someone set fire to it, shields are gone,
Icould swear Iheard the hull pop a few times, and
I think the ship's power plant is about to _"
Willi's voice was cut off as ship's power failed
and everyone was plunged into darkness. In a few
heartbeats, eerie green emergency lighting shone
weakly from the lightpanels. Willi's voice returned, but the reception was far weaker. " ...
Yep, main power just gave out and reserve kicked
in."

247

2z~e:!l10~s~I!!.I===================================:;:srAR...
_
WAIU""""
Kara stared out the window for a few moments, her grin disappearing rapidly. "Willi, meet
me at the computer," she barked into the inter-

Sepulchral Night does look foreboding. When the


eclipsing moon moves into position, it almost
seems as if the other moons appear by magic.)

com.

"What is it?" asked the older man. "Listen, I


hired you to get me and my family away from the
Empire, and I have a right to know ..."
"Could be nothing. Could be something. Could
be the last time this ship ever flies," Kara muttered as she left the cockpit.
Later, as the siblings were busy at work at the
computer, the older man ambled over and peeked
over their shoulders. When Willi glared at him, he
backed away. "But I only want to know what's
going on ... "
"Fine," Kara sighed. "You paid the fee, you're
entitled to answers. The ship is moving toward a
star system ... "

"But that's wonderful!" the man gushed in


relief. "You people -"
" - did nothing," Kara interrupted. "The ship
is on reserve power. We shouldn't be moving.
Apparently, we are caught in some strong gravity
well."

"Which means?" the man prompted.


"Which means that we are being sucked into
the Zelos star system, and we can't stop it," Willi
finished impatiently. "We're doomed."
"Is the Zelos star system that bad?" the man
wondered aloud.
Kara moved aside and let the man approach
the console so he could read the data coming
onscreen. "Read for yourself," she replied.
The man read the words on the computer
screen, his face falling further and further the
more he read. Finally, he loosened his collar,
cleared his throat, and in a classic example of
understatement, mumbled, "I don't think this
was quite what we had in mind when we paid for
passage."

The Zelosian Moons


Zelos II has four moons, named, from largeslto
smallest: Bellatrig, Tanatrig, Moratrig, and
Nekotrig.
If all four moons ever appear in the night sky
together, with at least one moon full, this is enough
to send the populace into a deep depression and
intensify their fears, even in the daytime. This
phenomenon happens once every 120 days.
The worst experience possible for the
Zelosians is a solar eclipse which, when the
entire sky is darkened, reveals the presence of
the other three moons in the sky. Such an event
is called the "Day of Sepulchral Night," and
prompts mass closings of stores and bars, locking of all doors, and in some instances, temporary insanity or suicide attempts, prompted by
abject terror. (In truth, the sky on a Day of

248

The Zelosians
The natives of Zelos II appear to be of Human
stock, but with some subtle differences. Their
height, build, hair color variation, and ability to
grow facial hair is similar to other typical Human
races. All Zelosians are night-blind, their eyes
unable to see in less light than that provided by
a full moon. In addition, all Zelosian eyes are
emerald green.
The greatest difference between Zelosians and
standard Human stock is that Zelosians are descended from intelligent plant life; there is no
concrete proof of this, but many Zelosian biologists believe they were genetically engineered
beings since the odds of naturally evolving to this
form are so low. Their veins do not have blood,
but a form of chlorophyll sap. There is no good
way to visually tell a Zelosian from a regular
Human, since their skin pigmentation resembles
.the normal shades found in Humanity. This plant
heritage is something the Zelosians keep secret.
The Zelosians' plant heritage does go a long
way toward explaining their dislike of darkness,
and their transformation into happy, carefree
people in the sunlight. Their skin photosynthesizes for them, though they are also able to take
nourishment from other sources, including other

plants, as well as animal meat.


Zelosians love to drink, though due to their
physiology, they cannot become intoxicated.
Refined sugar, on the other hand, is something
else. A tablespoon of sugar to a Zelosian is the
equivalent of strong liquor to a Human.
The entire culture of the Zelosians is built
upon the dichotomy of day and night. In their
language, "good" is synonymous with bright,
light, glowing, and day. "Bad" is identified with
dimness, darkness, shadows, and night. Speaking any of the four latter words is akin to swearing
in the Zelosian society.
There are dark-skinned Zelosians, butthey are
not shunned. It appears that the light-darkness
stigma is limited to their words and ideas, and
excludes colors, as they paint their dwellings all
manner of hues and will wear any shade of clothing, including black.
During daylight hours, Zelosians are happy,
cheerful, energetic, helpful, kind, open, pleasant
people with laughing voices and animated movements. As the sun goes down, their moods sink,
and they seek the shelter of their well-locked
homes, even to the point of being rude and
leaving someone in the middle of a task or conversation in order to get home in time. During the
night, Zelosians are fearful, easily cowed, suspi-

The Star Wars Planets Collection

--ITA.IiR~=================================-z~e~I~O~s.!!"
-WARS

cious, and unwilling to help strangers.


Whatever the time of day, the Zelosians are
very superstitious people. The following are some
of their more interesting superstitions:
Never leap out of a starship and land on the
ground with both feet.
Never travel in groups of four. Four is an
unlucky number.
If the light of two full moons strikes you, you
will die within one day.
If someone spills water or any other drink,
they must be lightly slapped across the face
Right is an unlucky direction. Shake with
your left hand. Right-handed people are more
vulnerable to bad luck.
Never begin a voyage, including a space
voyage, at night.

Never make plans at night.


Devout vegetarians are bad luck.

Government
Galleros Nul is the charismatic military leader
of the planet. Though in simple terms he is a
dictator, he dislikes the word, and instead prefers to call himself the "Mandated Commander of
the People of Zelos." People may address him as
"Commander."

Nul's most amazing talent is his ability to


withstand being outside at night without break-

The Star Wars Planets Collection

ing into a panic. This discipline came slowly and


with much training, but it has paid off by vastly
increasing his stature among the people. His
evening constitutionals are the only time he travels without his six bodyguards, who have yet to
overcome their dislike of the darkness (they are
always within shouting distance, however).
The word of Commander Nul is absolute law.
The people obey his orders without question.
This blind obedience stems from Nul's record of
public service. He enlisted in the Zelosian Home
Defense Force as a young man and worked his
way rapidly through the ranks, eventually being
named a general.
Soon after that, a particularly devastating
attack on the capital city of Kryndyn by a horde
of nocturnal predators resulted in the slaying of
the planet's leadership; General Nul declared a
temporary state of emergency. He rallied the
armies under his command, launched a counterattack, and drove back the hordes of night.
This incident, known as the "Battle of Kryndyn,"
was fought 10 years ago. Nul has yet to lift the state
of emergency and has no intention of doing so.
As for the Empire and the New Republic, Commander Nul has declared Zelos 11 to be neutral.
This is a hollow gesture, since the Empire controls all approaches to the Zelos system, and has
in fact established a full sized TfE fighter base in
the Valley of Umbra. This is the ideal site for such
a base, as no Zelosian, not even Null dares set
foot here (see below).

249

-zz~e.!lIO~S:.!I!.!.I===================================::;:STAA
WARS""""

~1iP

-~-

- -

JU.-~~-_

Thus, Nul's absolute rule exists because the


Imperials allow it to, largely because it saves
them the trouble of keeping the skittish population in line. Besides, there are some in the Imperial ranks who admire Nul's use of power plays
and underhanded tactics.
Commander Gal/eros Nul, Dictator-forLife
Type: Zelosian Dictator
DEXTERITY 3D
Blaster 40, blaster: blaster rifle 50, dodge 70, melee
combat 50, melee parry 50+ 1
KNOWLEDGE 4D
Bureaucracy 70, intimidation 70, survival 60, tactics 70,
value SO
MECHANICAL 2D
RepulsorlHt operation 3D
PERCEPTION 3D
Bargain 70, command 90, con 60+2
STRENGTH 3D
Brawling 50, stamina 50
TECHNICAL 3D

Security 40+ 1
Force Points: 2
Dark Side Points: 4
Character Points: 8
Move: 10

Equipment: Blaster pistol (40), vibnrblade (STR+ID+2),


com link, swagger stick

Capsule: Commander Nul is the militarycommander


and dictator of Zelos II. He is a handsome man in his

405, with jet-black hair and piercing green eyes. He


almost always wears his military uniform.
Nul has used a variety of excuses to hold onto
power - while it is never stated openly (although

250

everyone suspects as much), Nul intends to use any


excuse possible to hold power. Currently, the "nocturnal predator problem" is his excuse for maintaining martial law. If he ever felt that his power was
threatened, he would not hesitate to commit genocide against his own people to hold power or make
sure any future rulers had nothing to inherit.
Galleros Nul was raised to fear the dark, but his
curiousity prompted him to make late-night forays
to see what terrors Zelos truly had. In time, he
learned to control his fear of the dark, although

there are still places (like the Valley of Umbra)


wehre he will not go.
Nul is a tactical and strategic genius, but he is
fully aware of his abilities, so his ego overshadows
those talents. His sense of arrogance and self-importance is obvious in even the most casual conversation. He feels that everyone on his world should
obey his commands without question. Nul is also a
very curious man, and enjoys visiting with off-world
travellers - he often expects a few gifts, but will
invite spacers to dinner so they may discuss their
adventures.

Population Centers
There is only one political unit on Zelos ll,
based in the capital city of Kryndyn. No other
nations exist. In fact, the entire population lives
on asingle continent, Galleros (renamed in honor
of the Commander). The capital city of Kryndyn
holds nine million people, while the remaining
five smaller cities hold the other million. The
largest of these is the coast city of Nul (also
named in honor of the Commander).

The Star Wars Planets Collection

.....sTAIiP~===================================-~z~e~lo~s~1I
-WARS
All Zelosian cities have certain things in common. Each city features a 10 meter-high wall
around it, with six gates. The wall is wide enough
that sentries may walk on top of it while on
patrol. Each small city has a garrison of 1,000
troops. Kryndyn has a garrison of 50,000 troops.
The five small cities have several mines close
by, usually within a few kilometers of each city.
The cities are connected by a roadway and a
railway system. The two lines run parallel to each
other. The railways are the only way for the ore
to be transported to Kryndyn, from where it is
then shipped off-planet on ore freighters. Nul
also has an airfield that allows airshuttle landings, and a port that accommodates ships from
the capital.

(ryndyn
Kryndyn is the heart and soul of Zelos II. Here,
a traveller can find a wide selection of bars,
casinos, entertainment centers, libraries, sports
events, and hotels.
The natives of Kryndyn are very friendly to offworlders, especially those that bring shipments
of weapons or edible delicacies to sell. There is a
thriving commodities market, where traders
come to purchase loads of Zelosian ore. The
market is dominated by the Empire, though this
is not common knowledge.
Commander Nul resides in the old Royal Palace, from which he runs the affairs of the planet.
The Palace always has at least 100 soldiers garrisoned within it at any given time.
The Valley of Umbra
This unique geological formation has a valley
500 meters deep, protected by many mountainous overhangs. Despite appearances, there is
ample room in the valley for fighter pilots and
airspeeder or landspeeder drivers to operate
their vehicles
The Valley of Umbra is always in the shadows.
Sunlight never strikes it, and consequently it is
shunned by all Zelosians. The Empire has taken
full advantage of native superstition by creating
a fully equipped, fully operational base and fmperial garrison. The base follows the same design
and sports the same defenses as the Imperial
Garrison detailed on pages 117-121 of the Sial'
WCl/:S Sourcebool<, Second Edition. The only exception is that this base is occupied by a halfstrength garrison, which includes the following:
Storm troopers
400
Scout Troopers
20
Speeder Bike Technicians
10
TIE Fighter Pilots
20
Ground Crew Technicians
30
Controllers
12
Sensor Technicians
12

The Star Wars Planets Collection

Gunners/Wpns Technicians
Walker Crew Personnel
Walker Technicians
Imperial Intelligence
Base Security/Detention
Perimeter Support Troops
Command Personnel
Support/Services Person.
Technical Personnel
Science Personnel
Medical Personnel
TIE Fighters
AT-AT Walkers
AT-ST Walkers
Speeder Bikes
Landspeeders
Misc. Vehicles

50
25
40
25
75
100
ISO
250
100
100
50
20
5
5
20
30
50

The Imperial Garrison is commanded by Luana


Treftite, an ambitious young lady who aspires to
greater things than the command of an installation on a backwater planet populated by superstitious sheep.
Though the Zelosians are, of course, aware of
the continued existence of the Empire, they have
no idea that there are Imperial forces on the
planet. Even Nul is unaware of the existence of
the base, firm in his beliefthatlhe Empire heeded
his wishes that Zelos II be left alone.
Treftite will concede that the Zelosians are
correct about the potential dangers from nocturnal predators on the planet. The bold, fearsome
and plentiful creatures have accounted for a
number of losses among her base's perimeter
guards.
Major Luana Treftite, Imperial
Garrison Commander
Type: Imperial Commander
DEXTERIIT 3D
Blaster 50. dodge 50, melee combat 50
KNOWLEDGE 3D
Survival 60"}. value 50
MECHANICAL 4D
;.\strogation 50+ 1, repulsorlift operation GO, space transports 70. starfighter piloting 80, starship gunnery 70.
starship shields 50
PERCEPTION 4D
Bargain 60, command 80, con 60. search 70
STRENGTH 2D

Brawling 40, stamina 3D


TECHNICAL 3D
COlllputer programming/repair 40, securIty 5D, starrtgllter
repair 3D+l

Character Points: 13
Move: 10

Equipment: Blaster pistol (4D). com link


Capsule: Luana is a coldly beautiful, severe-looking
woman with very pale skin, pale blonde hair in a
tight bun and icy blue eyes. She is always seen in her
military uniform, even when off-duty.
Luana grew up with tales oCthe Jedi Knights. Her

251

zz~e~IO~S~I~I===================================:;:srAA...
_
WAIU""""
parents were loyal to the Old Republic. Luana attempted to study the Jedi way, but lacked the
clarity of thought and pureness of motive - she
sought only power and did not have the patience to

master her will. As she grew older, her lust for

power brought her to the Empire - rejecting the


old ways her parents stood for, she embraced the
New Order and its evil. She has since risen to the
rank of major, but wants far more. She hopes to rise

shouted.."KiIl it! Kill it!" The name stuck.

.Kro
Type: Small reptiles
DEXTERITY 4D
PERCEPTION 2D
STRENGTH ID

above this assignment and to be assigned to a

Special Abilities:

major command.

Bite: STR+20
Move: 32

Creatures of Zelos
Zelos II is home to a number of dangerous
creatures, the vast majority of whom are nocturnal, induding the three listed below.

.Aga
Type: Immense predator
DEXTERITY 4D
PERCEPTION 3D
Sneak 7D
STRENGTH5D

Special Abilities:
Bite: STR+ID damage

Claws: STR+ 10+2 damage


Clubbing Attack: STR+2D damage
Screech: Target must make an Easy Perception total or be
stunned for one round (-ID to all actions)
Armor: +2D physical. + ID energy

Move: 9
SIze: 4 meters tall
Scale: Creature
Orneriness: 5D

Capsule: Aga are tall quadrupeds with grey skin,


yellow eyes, fangs and six muscular legs. They often
walk on their four hind legs, using the forward legs

as arms. They are generally encountered in groups


of two to five creatures, although packs of as many
as a dozen aga have been encountered.
Aga are dangerous hunters who have been known
to hunt for "amusement," as opposed to for food.
They show signs of rudimentary intelligence they have been known to uproot trees and similar
objects and use them as immense clubs. Aga attack
in groups, often beginning the assault with a terrifying screech which frightens and confuses their
targets.

Kilit
Type: Hunting raptor
DEXTERITY 4D
PERCEPTION 4D
STRENGTH 3D
Special Abilities:
Beak: STR+lD

Move: 38 (flying)
Size: 1 meter long, 2 meter wingspan
Scale: Creature
Orneriness: 40

Capsule: Kilits are raptors that are covered with

short, oily, black hair. They have razor sharp beaks


and hunt other creatures with high-speed swoop-

ing attacks. They travel in flights of two to a dozen


creatures. There is a legend that says the kilit got its

252

name when a pack of the creatures attacked a


wandering scout. His companion scout, in his excitement, asked, "What is it?" The senior scout

Size: Up to 1 meter long, 0.75 meters tall


Scale: Character

Capsule: Kro are rodent-like reptiles with wide,


scooping snouts and a toothy maw. Their tails are
prehensivle and they use them to hang from tree
branches or get a better grip on an opponent. Kro

have deep red eyes which glow in the dark,lending


them a fearsome appearance.
Kro travel in packs of six to 20 creatures. They
will normally only attack other creatures if they
outnumber them at least two to one. Kro are omnivorous - while they prefer meat, they can survive on roots, scrub plants and berries. They make
a distinctive "meep" sound when attacking.

The Walking Dead


Zelos is home to a unique species of nocturnal
parasite called "jumpers." This three-millimeterlong creature feasts solely on the dead. However,
its feeding produces a rather grisly side-effect. If
the body has been dead for a week or less, it is
vulnerable to certain enzymes and electrical currents released by the jumper during its feasting.
This combination of enzyme and electrical energy "jumps" the brain back into activity. Motor
skills are engaged, and the dead get up and walk.
Residual memory causes the animated dead to
go to the last site visited prior to its death and
just stand there, which produces some unpleasant reactions among the living.
The effect lasts for 1D hours, after which the
jumper leaves the body, having taken everything
it can from that particular corpse. The emptied
body then collapses again.
It must be stressed that the so-<:alled revived
dead are automatons. There is no consciousness. All functions are reflexive, triggered by the
parasite. If the body is attacked by weapons, and
given four more wound levels, it collapses and
will not move again.
Note that it is the Imperial garrison that has
discovered these parasites, not the Zelosians. The
Zelosians are convinced that the dead truly walk
again. Imperial Commander Luana Treltite is delighted that this phenomenon elicits such a reaction; she wants to keep the population terrified.

The Star Wars Planets Collection

_AIUZelos"
--ITAP~==================~~

Adventure Idea
A mysterious figure has begun stalking the
capital city of Kryndyn, setting fire to buildings,
robbmg shops and generally terrorizing the populace. The culprit is an Imperial guard whose mind
was broken by too many nights on sentry duty
fending off Zelos' nocturnal predators. Though
Major Treftite is aware of the situation, she is
unwilling to take steps to stop his rampage, for
fear of exposing the presence of an Imperial base
on the planet.
At the same time, the Zelosians are unable to
stop him because of their fear of the dark. The
only possibility of stopping the madman lies with
the characters, who must brave the terrors of the
Zelosian night to bring him down.

Adventure Idea
The characters learn that a top Imperial official
will be passing through the Zelos system, on his
way to a secret meeting with some of the galaxy's
top assassins. It is believed he will be handing out
a contract on a major New Republic figure - but
who, and where the meeting will be held, remain
mysteries.
The official's ship will be protected by a number of Imperial fighters, and Commander Nul has
given his "permission" for them to pass through
the system. The New Republic asks the characters to stop this convoy and learn the target of
the murder plot.
The characters are provided with ships, though

The Star Wars Plaflets Collection

nowhere near enough to stop the Imperials. However, if the Imperials could be lured into the
clutches of the gravity well and forced down on
Zelos or one of its neighboring planets, the characters might have a far better chance of success.
Once they capture the Imperial agent, they will
learn that the target of the assassination is none
other than Mon Mothma herself. The agent taunts
them that if he does not arrive to meet with the
assassins, they have orders to send message back
through Imperial spies and await further instructions. Eventually, he says, the Empire will send
someone else to pay them their blood money.
The characters have only one chance: if one of
them could impersonate the Imperial agent, they
could lead the assassins into a trap and save the
life of Mon Mothma. But exposure would mean
instant death, so the chosen character had best
be sure his act is perfect.

Adventure Idea
Agroup of Imperial agents have been directed
to ensure that Commander Nul "keeps in his
place" and does not get the idea into his head to
challenge Imperial authority directly. Rather than
actually threatening him, the agents have decided to use the common superstitions of the
Zelosians against him - rigging it so that he
travels in groups of four, is (apparently) struck
by the light of two full moons, and so forth.
Frightened (though unwilling to admit it), Nul
retains the services of the characters to protect

253

-zz~el!l;O~S.!.II!.:================================:::;:STAR
WARS""""
him from what appears to be a conspiracy by the
Fates to destroy him.
With the characters involved, the agents up
the ante. After all, they are prohibited from killing
Nul, but not a bunch of New Republic upstarts.
Again using the superstitions of the Zelosians as
their jumping-off point, the agents scheme to slay
the characters using a noxious black gas, hoping
that Nul will interpret their deaths to mean that
the darkness itself is stalking him.
The characters' own lives depend on their
ability to stop this plan from coming to fruition.

Adventure Idea
The most obvious hook is the gravity well,
which draws the character's ship into the system, since it is very unlikely that the characters
filed an Imperiaillight plan.
This hook can then be used in conjunction
with any of the following ideas.

Adventure Idea

I:

While on another planet, the characters hear


a rumor about Zelos "Though the day brings
happiness and wealth to all, the dead walk at
night on Zelos II." This alone should be enough to
intrigue the characters.

Adventure Idea
The New Republic contacts the characters
and asks them to visit Zelos II, for two reasons.
The first task is to check out the possibility of
swaying the sympathies of the population. The
second task is to scout the system for Imperial
influence.
If the characters meet Commander Nul and
inquire about the Imperial presence, it will be
met with blustery denials, which may seem phony
but are actually sincere. Nul truly believes that
the Empire pays heed to his wishes.

254

The Imperial garrison routinely sends intelligence personnel disguised as traders into
Kryndyn to check out visitors to the planet. If
they catch wind of New Republic sympathizers in
the city, this information will be immediately
relayed to Luana.

Adventure Idea
The Zelosians hire the characters to act as
security on a shipment of ore going by rail from
Nul to Kryndyn. The train ride from Kryndyn to
Nul is uneventful, and is used to show the characters the route. The ore train has a crew of four
Zelosians. The train departs Nul at midday, and
the ride lasts five hours.
After passing Lyrd, four and a half hours into
the ride, the train derails and overturns. The
crew is killed. The sun is going down. There are
no other people on the nearby roads. Walking to
either Lyrd or Kryndyn will take two hours.
The characters are about to get a first-hand look
at Zelos' nocturnal predators. At least three encounters will suffice. Then all the characters have
to do is to go to the walls of a city and convince the
night-frightened guards to let them in.

Adventure Idea
The characters are hired by Commander Nul
to make a landspeeder courier run to Lyn. They
are to stay the night there, then bring back any
return packages from the Lyn garrison commander.
The evening they arrive in Lyn, the alarm is
raised as several corpses begin to rise and wander about. The wrinkle that should get the characters interested is that two of the dead are
Imperial stormtroopers, killed in an avalanche,
who are now staggering around the perimeter of
the village.
It is possible for the characters to track the
dead men back to their compound, which happens to be the Imperial Garrison.

The Star Wars Planets Collection

You might also like